extends Node2D var _timer = 0.0 var _level_running = true var _level_node = null func get_hours(): return floor(_timer / 3600.0) func get_minutes(): return floor(fmod((_timer / 60), 60.0)) func get_seconds(): return floor(fmod(_timer, 60.0)) func load_level(src): _level_running = false get_node("Player").hide() var lvl = get_node("lvl") if _level_node != null: lvl.remove_child(_level_node) _level_node.call_deferred("free") _level_node = null var lvlres = load("res://Data/Scenes/Levels/" + src) if lvlres: _level_node = lvlres.instance() lvl.add_child(_level_node) reset() func reset(): if _level_node: var p = get_node("Player") if _level_node.has_method("get_starting_position"): p.position = _level_node.get_starting_position() else: p.position = Vector2.ZERO p.reset() p.show() func _ready(): set_physics_process(true) load_level("Level_TestSite.tscn") #var ps = get_node("Level_00/Player_Start") #get_node("Player").position = get_node("Level_TestSite").get_starting_position() #get_node("Player").show() func _physics_process(delta): if _level_running: _timer += delta