extends Node @warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope signal shield_changed(max_value: int, old_value: int, new_value: int) signal set_shield(value: int) signal player_died() signal enemy_died() signal enemy_hit(value: int) signal initialize_shieldbar() signal start_game() signal goose_talk(frame_index: int) # FX signal flash_screen(duration: float) signal cloud_speed(active: bool) # Ending signal ending(value: int) signal win_game() signal secret_win_game() signal heart_beat(tempo: float) @warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations