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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)
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