extends Channel var platformer_online : bool = true func _ready() -> void: #GameManager.end_platformer.connect(end_channel) #maybe? pass func _process(delta: float) -> void: offline_channel_cover.visible = channel_mode == Mode.Offline static_channel_cover.visible = channel_mode == Mode.Static if platformer_online : modulate = Color.WHITE else: modulate = Color.DIM_GRAY result_realness -= delta result_cover.modulate = Color(1,1,1,result_realness) func start_specific_channel(scene : PackedScene): var new_scene = scene.instantiate() new_scene.game_win.connect(win_channel) new_scene.game_lose.connect(lose_channel) game_viewport.add_child(new_scene) channel_mode = Mode.Online func start_channel(): #start_specific_channel(channel_scene) print("we do a bit of ovveridng") platformer_online = true GameManager.start_platformer.emit() func end_channel(): #channel_mode = Mode.Static #modulate = Color.DIM_GRAY platformer_online = false # TODO: a bunch of stuff here ## bro what did you mean when you meant this T_T #game_viewport.get_child(0).queue_free()