extends "res://scripts/load.gd" func _load(): disable_saving = true var player = get_node("player") player.playable = false var blindfold = ColorRect.new() blindfold.color = Color.black blindfold.name = "blindfold" blindfold.anchor_right = Control.ANCHOR_END blindfold.anchor_bottom = Control.ANCHOR_END add_child(blindfold) var race_manager = global.get_node("RaceManager") var multiplayer = race_manager.SCRIPT_multiplayer.new() multiplayer.name = "Multiplayer" multiplayer.active_lobby_id = race_manager.lobby_id add_child(multiplayer) var label = Label.new() label.set_name("label") label.margin_right = 1920.0 - 20.0 label.margin_top = 20.0 label.align = Label.ALIGN_RIGHT label.valign = Label.VALIGN_TOP var dynamic_font = DynamicFont.new() dynamic_font.font_data = load("res://fonts/Lingo.ttf") dynamic_font.size = 36 dynamic_font.outline_color = Color(0, 0, 0, 1) dynamic_font.outline_size = 2 label.add_font_override("font", dynamic_font) add_child(label) var panel_script = load("res://nodes/panel_1.tscn") var victory_panel = panel_script.instance() victory_panel.name = "Victory" victory_panel.text = "i win" victory_panel.answer = "i win" victory_panel.translation.x = race_manager.end_pos[1] + 0.5 victory_panel.translation.y = race_manager.end_pos[2] + 1.5 victory_panel.translation.z = race_manager.end_pos[3] + 0.01 add_child(victory_panel) victory_panel.get_node("Viewport/GUI/Panel/TextEdit").connect("answer_correct", self, "victory") set_gridmap_tile( race_manager.end_pos[1], race_manager.end_pos[2] + 1.5, race_manager.end_pos[3] - 0.5, "MeshInstance5" ) ._load() multiplayer.player_loaded() func victory(): get_node("Multiplayer").player_victory() ingame_achieve("Victory!") func set_gridmap_tile(x, y, z, tile): var gridmap = self.get_node("GridMap") var mesh_library = gridmap.mesh_library var mapvec = gridmap.world_to_map(gridmap.to_local(Vector3(x, y, z))) gridmap.set_cell_item(mapvec.x, mapvec.y, mapvec.z, mesh_library.find_item_by_name(tile))