extends Node2D onready var spawnPoints = get_tree().get_nodes_in_group("spawn_point") var bucket = load("res://Scene/Clopinette.tscn") func spawnBucket(): var newBucket = bucket.instance() self.get_parent().add_child(newBucket) newBucket.add_to_group("bucket") newBucket.set_position(spawnPoints[randi() % spawnPoints.size()].get_position()) 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"