extends Node var cooldown:int = 0 func _determine_seconds_left() -> float: var difficulty_calc:float = 20/float(GLOBALVARS.difficulty) return difficulty_calc if difficulty_calc >= 3.0 else 3.0 func _unhandled_key_input(event: InputEvent) -> void: if event.is_action_pressed("enter"): if GLOBALVARS.selected_player == 0: pass # SUBMIT ANSWER func _physics_process(_delta: float) -> void: if not GLOBALVARS.rotation_paused: GLOBALVARS.seconds_left -= 0.01666666667 if GLOBALVARS.seconds_left <= 0: %RULE_ENFORCEMENT.explode() cooldown = 60 GLOBALVARS.seconds_left = _determine_seconds_left() GLOBALVARS.rotation_paused = true if GLOBALVARS.selected_player in GLOBALVARS.players_remaining: GLOBALVARS.players_remaining.erase(GLOBALVARS.selected_player) get_node("players/player_%s" % GLOBALVARS.selected_player).queue_free() if cooldown <= 0 and GLOBALVARS.rotation_paused: if len(GLOBALVARS.players_remaining) > 1 and 0 in GLOBALVARS.players_remaining: while GLOBALVARS.selected_player not in GLOBALVARS.players_remaining: GLOBALVARS.selected_player = (GLOBALVARS.selected_player+1)%4 elif 0 in GLOBALVARS.players_remaining: pass # WIN CONDITION else: pass # LOSE CONDITION GLOBALVARS.rotation_paused = false %RULE_ENFORCEMENT.reset_rule_enforcement_device() elif GLOBALVARS.rotation_paused: cooldown -= 1