class_name GameController extends Node2D signal destroySignal(body) signal fanTriggerSignal(body, fanDirection) signal teleportTriggerSignal(body) var numberOfCrates = 2 var timeAvailable = 50 var timer = Timer.new() # Called when the node enters the scene tree for the first time. func _ready() -> void: get_window().grab_focus() add_child(timer) timer.wait_time = 1 timer.one_shot = false timer.connect("timeout", countdown) timer.start() func countdown()->void: # reduce time left timeAvailable-=1 if timeAvailable<=0 and numberOfCrates>0: print("LOOOOOSAH") get_tree().reload_current_scene() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func _on_trigger(body: Variant, trigger: Variant, intent:String) -> void: print("GC knows trigger fired") match intent: "destroy": destroySignal.emit(body) "fan": print("do a fan effect") fanTriggerSignal.emit(body,Vector2(0,-1)*100*9) "teleport": print("do a teleport") teleportTriggerSignal.emit(body) func crateTotal(howmany): numberOfCrates = howmany print("GC knows about crates: "+str(numberOfCrates)) if numberOfCrates == 0: print("YOU WON!!!") get_tree().reload_current_scene() func bulletDamage(body, _bullet)->void: if body.is_in_group("shootable"): destroySignal.emit(body) destroySignal.emit(_bullet) func rocketDamage(body, rocket)->void: if body.is_in_group("shootable"): print("Rocket strikes target!") destroySignal.emit(body)