extends StaticBody2D func _ready() -> void: if GameStats.powerup_active: queue_free() else: GameStats.powerup_active = true # spawn animation var main = get_tree().current_scene var Anim = preload("res://Pegs/Yellow/Powerups/Spawn/FromBottom.tscn") var anim = Anim.instance() main.add_child(anim) position = Vector2(0, 184) # spawn all the springs with some delays var counter = 0 for child in get_children(): if child.has_method("animate_spawn"): counter += 1 child.animate_spawn(rand_range(1, counter)) func explode(): queue_free() Engine.time_scale = 1 func make_green(): for child in get_children(): if child.has_method("animate_hit"): child.animate_hit() $DeathTimer.start() GameStats.powerup_active = false var SFX = preload("res://Pegs/Yellow/Powerups/Spring/SpringSFX.tscn") var main = get_tree().current_scene var sfx = SFX.instance() main.add_child(sfx) sfx.play(0.0) if GameStats.camera_fx: Engine.time_scale = 0.25 func spring(): pass