extends Node2D onready var levelState := get_tree().root.get_child(4).get_node("%LevelState") func _ready() -> void: if(GlobalState.get_savepoint(levelState.levelName) == global_position + Vector2(0,18)): $Flag.material.set_shader_param("speed", 0.6) $Flag.material.set_shader_param("amplitude", 1) $Flag.material.set_shader_param("inclination", 1) $Flag.texture_offset = Vector2(0,0) #TODO Animation plays over again on reset #TODO What should be saved when reaching a savepoint besides the position in the level func _on_SaveArea_area_entered(area: Area2D) -> void: #TODO Spawnheight fixed if(!GlobalState.get_savepoint(levelState.levelName) == global_position + Vector2(0,18)): $AnimationPlayer.play("rolloutflag") GlobalState.set_savepoint(levelState.levelName, global_position + Vector2(0,18))