extends "res://maps/map.gd" const Text3D = preload("res://objects/hud/3d_text.tscn") var speccy_can_yap: bool = true func _ready(): Game.current_sector = Vector2.ZERO func _on_Boss1_died(): Game.change_map(load("res://maps/level_select.tscn")) func _on_Boss1_entered_phase(phase): match phase: 2: $DelayedArrow2.start() speccy_can_yap = false 3: $DelayedArrow3.start() 4: $ExitTimer.start() if not Debug.prey_slaughtered: var text_3d = Text3D.instance() text_3d.anim = "victory" self.add_child(text_3d) else: var text_3d = Text3D.instance() text_3d.anim = "prey slaughtered" self.add_child(text_3d) Game.instance_node(load("res://objects/environment/blood_rain/blood_rain.tscn"),0,0,self) func _on_ExitTimer_timeout(): Game.can_pause = false Game.save_boss() if Game.marathon_mode: Game.current_level += 1 if Game.current_level > LevelData.marathon_end: Fade.fade_out(Options.transition_speed_secs) yield(Fade, "fade_finished") SceneManager.change_scene(load("res://menus/main_menu.tscn").instance()) else: Game.change_map(LevelData.levels[Game.current_level].scene) else: Game.change_map(load("res://menus/level_select_scholar.tscn")) func _on_SpeccyTimer_timeout() -> void: if speccy_can_yap: $Speccy.appear()