extends LevelState func _enter(_previous_state_path: String, _data: Dictionary = {"round": 0, "restart": false}) -> void: assert((_data["round"] as int) in range(3), "round number is invalid") assert( (_data["restart"] as bool) == true or (_data["restart"] as bool) == false, "round restart data is invalid" ) level.current_round = _data["round"] level.restarted = _data["restart"] if level.restarted: level.current_round = 0 level.scoreboard = Vector2i(0,0) level.restarted = false if level.current_round + 1 == 4: finished.emit(FINISHING) assert( (level.player_1 != null and level.player_2 != null) or (level.player_1 == null and level.player_2 == null), "desynced player instantiation?" ) if level.player_1 != null and level.player_2 != null: level.player_1.queue_free() level.player_2.queue_free() level.current_round += 1 level.player_1 = _instantiate_player(1) level.player_2 = _instantiate_player(2) func _instantiate_player(id: int) -> Player: var p: Player = level.player_1 if id == 1 else level.player_2 var s: PlayerSpawnPoint = level.player_1_spawn if id == 1 else level.player_2_spawn p = level.player_scene.instantiate() p.id = id p.name = "Player"+str(id) level.add_child(p) p.global_position = s.global_position p.global_position = s.global_position return p