extends Node2D static var rowRemoved = false func isFull(): var full = true for i in get_children(): i.force_raycast_update() #print(i.get_collider()) if not i.is_colliding(): full = false return full func check(): if not GLOBAL.rowRemoved: rowRemoved = false if isFull(): GLOBAL.rowRemoved = true var blocksSplit = [] var removeBlock = [] for i in get_children(): i.force_raycast_update() if i.get_collider() != null: blocksSplit.append(i.get_collider().get_parent().get_parent()) if GLOBAL.currentMode == GLOBAL.MODES.TIME: GLOBAL.time += i.get_collider().get_parent().get_parent().type if i.get_collider().get_parent().get_parent().expand: GLOBAL.points += i.get_collider().get_parent().get_parent().type * 2 else: GLOBAL.points += i.get_collider().get_parent().get_parent().type i.get_collider().free() for j in blocksSplit: j.splitParts()