extends Node signal level_loaded() signal terminal_activated(timer_seconds) signal getback_timer_up() signal currency_updated() signal kills_updated() signal frees_updated() signal player_died(animation_number) # TODO The persisting process could be cancelled when the level is unloaded signal level_completed() signal power_up_collected(kind) signal got_stomped() signal unlocked(key) func _on_Timer_timeout() -> void: emit_signal("getback_timer_up")