extends Node2D var spawn_pos : Vector2 = Vector2(640, 372) var inv_at_start : Array[int] = [-1, -1, -1, -1, -1, -1] var has_machette : bool = false var player : Entity @export var lvl : int = 0 @export var level_nodes : Array[Node2D] @export var level_packs : Array[PackedScene] func _ready() -> void: player = get_tree().get_root().get_node("Node2D/Player") Engine.time_scale = 1 func restart() -> void: var new = level_packs[lvl].instantiate() new.global_position = level_nodes[lvl].global_position get_tree().get_root().get_node("Node2D").add_child(new) level_nodes[lvl].queue_free() level_nodes[lvl] = new player.health = player.max_health UIConnector.display_health(player.health) player.position = spawn_pos player.visible = true player.process_mode = Node.PROCESS_MODE_PAUSABLE player.get_node("PlayerInventory").mask_inventory = inv_at_start if !has_machette: player.get_node("PlayerInventory").ungive_machette() UIConnector.update_masks(player.get_node("PlayerInventory").mask_inventory)