It’s simple. I’m trying to make a “click anywhere to start” label blink on and off each second. It’s just- it turns on, and it turns off… and that’s it. Here’s my limited code, if you need it.
extends Label
var check = 0
func _ready():
get_tree().create_timer(1.0)
func _on_timer_timeout() is by default a linked signal function. Each time you create a new timer, it isn’t going to be linked to your script by default, you would need to do that manually.
But this is “bad code” and is going to result and a new timer node every second your game runs. What you should do instead is user the same timer and continuously pause/unpause it or stop/start it. Both of these are built in features of timer and can be read about in the documentation here: Timer — Godot Engine (4.3) documentation in English
However, if you ensure the timer is NOT a one-shot (either in the inspect panel or explicitly in your script with timer.set_one_shot(false) ), then it will automatically repeat and you won’t need to pause/unpause it every second.
Your final code for this could look something like (assuming you pre-create the timer node and link its on_timer_timeout signal, as well as leave one-shot as false):