extends Node2D @export var next_stage: String var completed: bool var go_arrow_blink_on: bool @onready var right_border = $Borders/Right/CollisionShape2D @onready var right_trigger = $Borders/Right/Trigger @onready var bgm = $BGM @onready var spawner = $Level2Spawner @onready var go_arrow = $GoArrow @onready var blink_timer = $BlinkTimer #ctrlctrlv func _ready() -> void: completed = false go_arrow_blink_on = false go_arrow.hide() func _process(delta: float) -> void: ## this wave just a few crawlers var completed = spawner.is_complete() if completed: toggle_go_arrow() right_border.shape = null right_trigger.body_entered.connect(_on_trigger) if !bgm.playing: bgm.play() func _on_trigger(body: Node) -> void: if body is Player: get_tree().change_scene_to_file(next_stage) func toggle_go_arrow() -> void: if blink_timer.is_stopped(): blink_timer.start() if go_arrow_blink_on: go_arrow.hide() go_arrow_blink_on = false else: go_arrow.show() go_arrow_blink_on = true