extends Node2D onready var spawnPoints = get_tree().get_nodes_in_group("spawn_point") onready var tmpSpawnPoints = get_tree().get_nodes_in_group("spawn_point") var prevSpawnPoint = null var bucket = load("res://Scene/Clopinette.tscn") func _ready(): tmpSpawnPoints.shuffle() func spawnBucket(): var newBucket = bucket.instance() if tmpSpawnPoints.size() == 0: tmpSpawnPoints = [] + spawnPoints tmpSpawnPoints.shuffle() var newSpawnPoint = tmpSpawnPoints[randi() % tmpSpawnPoints.size()] self.get_parent().add_child(newBucket) newBucket.add_to_group("bucket") newBucket.set_position(newSpawnPoint.get_position()) tmpSpawnPoints.erase(newSpawnPoint) func _process(_delta): if get_tree().get_nodes_in_group("bucket").empty(): spawnBucket() func endGame(): get_node("/root/World/CanvasLayer/Window").showEndGameWindow(getWinner()) func getWinner(): var players = get_tree().get_nodes_in_group("player") for player in players: if player.curLife > 0: return player.name return "Player1"