signals godot
extends Node2D
# Signal with no arguments
signal node_ready
# Signal with arguments
signal car_ready(driver, team, grid_pos)
func _ready():
# Resume execution on the next frame.
yield(get_tree(), "idle_frame")
# Emit the signals
emit_signal("node_ready")
emit_signal("car_ready", "Mario", "Dodgers", 1)