#@tool #@icon(icon_path: String) class_name Level extends Node2D ## Documentation comments #signal #enum #const @export var level_number: int = 0 # Musicians @onready var conductor: Musician = %Conductor @onready var violinist: Musician = %Violinist @onready var cellist: Musician = %Cellist @onready var bassist: Musician = %Bassist @onready var tilemaps: Tilemaps = $Tilemaps ## OVERRIDES func _ready() -> void: tilemaps.canvas_modulate.visible = true SceneManager.build_level(level_number) #func _process(_delta: float) -> void: #pass # #func _physics_process(_delta: float) -> void: #pass func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("ready"): conductor.enter_exit() if event.is_action_pressed("viol"): violinist.enter_exit() if event.is_action_pressed("cello"): cellist.enter_exit() if event.is_action_pressed("bass"): bassist.enter_exit() ## CORE ## PRIVATE/HELPER ## RECEIVERS ## SETTERS/GETTERS