extends Node2D onready var color_component = $Components/Color onready var tinted_sprite_component = $Components/TintedSprite onready var clickable_component = $Components/Clickable onready var movable_component = $Components/Movable onready var is_active = false # Called when the node enters the scene tree for the first time. func _ready(): if color_component and tinted_sprite_component: print ("Connecting signals") color_component.connect("color_changed", tinted_sprite_component, "set_color_tint") if clickable_component: clickable_component.connect("clicked", self, "_on_entity_clicked") if movable_component: movable_component.connect("position_updated", self, "_on_position_updated") movable_component.target = self.transform.origin movable_component.pos = self.transform.origin func _process(delta): if is_active and color_component: var color = Color( (sin(float(OS.get_system_time_msecs()) / 1000.0) + 1.0) / 2.0, (sin(float(OS.get_system_time_msecs()) / 300.0) + 1.0) / 2.0, (sin(float(OS.get_system_time_msecs()) / 100.0) + 1.0) / 2.0 ) color_component.set_color(color) pass func _on_entity_clicked(): is_active = not is_active func _on_position_updated(new_position): transform.origin = new_position update() func on_world_location_clicked(position): assert(movable_component) movable_component.target = position