Edit:
The calls to set_process_input(false) are ignored in the _input() function (as stated in the GODOT manual).
Thanks for helping.
Kojack
Yes that seems to be what is happening.
I have six instances of the node in the scene and there is exaclty six clicks processed.
The thing is I shut off processing for all of them and only turn back on 1 of them.
func _init():
print("DiceSprite._init()")
set_process(false)
set_process_input(false)
```
func activate_dice():
print("DiceSprite.activate_dice()")
set_process_input(true)
output:
DiceSprite._init()
DiceSprite._init()
DiceSprite._init()
DiceSprite._init()
DiceSprite._init()
DiceSprite._init()
DiceSprite.activate_dice()
xxxLeft button was clicked at (276, 144)
xxxLeft button was clicked at (276, 144)
xxxLeft button was clicked at (276, 144)
xxxLeft button was clicked at (276, 144)
xxxLeft button was clicked at (276, 144)
xxxLeft button was clicked at (276, 144)