extends Node2D var finaltime var timerflag = false var labeltimer var astrotimer var colortimer var finishtimer var templabels = [] var done = false func _ready(): # set_process(true) get_node("Sprite_Astronaut").hide() get_node("Label_Score").hide() get_node("ButtonNode").hide() finaltime = globalvar.finaltime get_node("Label_Score").set_text("Final Time: " + str(finaltime)) labeltimer = Timer.new() labeltimer.set_wait_time(2.5) labeltimer.set_one_shot(true) labeltimer.connect("timeout", self, "astroanim") add_child(labeltimer) astrotimer = Timer.new() astrotimer.set_wait_time(2.5) astrotimer.set_one_shot(true) astrotimer.connect("timeout", self, "colors") add_child(astrotimer) colortimer = Timer.new() colortimer.set_wait_time(1) colortimer.set_one_shot(true) colortimer.connect("timeout", self, "presskey") add_child(colortimer) labelanim() set_process(true) set_process_input(true) func labelanim(): print("label anim started") get_node("Label_Score").get_node("AnimationPlayer").seek(0) get_node("Label_Score").show() get_node("Label_Score").get_node("AnimationPlayer").play("scroll") labeltimer.set_active(true) labeltimer.start() print("label anim started") func astroanim(): print("astro anim started") get_node("Sprite_Astronaut").get_node("AnimationPlayer").play("grow") get_node("Sprite_Astronaut").show() get_node("Sample_victory").play("victory", true) astrotimer.set_active(true) astrotimer.start() func colors(): get_node("Sample_victory").stop_all() for i in range(77): var new_x = randf()*800 var new_y = randf()*600 var new_pos = Vector2(new_x, new_y) var new_color1 = randf() var new_color2 = randf() var new_color3 = randf() var new_color = Color(new_color1, new_color2, new_color3, 1) var text = get_node("Label_Score").get_text() templabels.append(Label.new()) templabels[-1].set_name("templabel"+String(i)) templabels[-1].set_text(text) templabels[-1].set_pos(Vector2(new_x, new_y)) templabels[-1].add_color_override("font_color", new_color) get_node("ScoreNode").add_child(templabels[-1]) colortimer.set_active(true) colortimer.start() func presskey(): #get_node("ButtonNode").set_z(0) get_node("ButtonNode").show() get_node("ButtonNode").set_process(true) #get_node("ButtonNode/QuitArray/Label_Quit").set_as_toplevel(true) done = true func _process(delta): if done == true and Input.is_action_pressed("quit"): get_tree().change_scene("res://game/gui/menu/Menu.tscn")