extends Node2D class_name CheckPoint signal activated export var activated:=false func deactivate() -> void: activated = false $Particles2D.emitting = false $AnimationPlayer.play("idle") func activate() -> void: if activated: return activated = true $AnimationPlayer.play("activated") $Particles2D.emitting = true emit_signal("activated", self) func _on_activated_animation_finished(): $Particles2D.amount = 5 $AnimationPlayer.play("active") func _on_Area2D_body_entered(body: Node) -> void: if body.name == "Player": activate()