Connecting Multiple Instance to one Signal

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:bust_in_silhouette: Asked By realallihyani

at first you have to see the bigger picture I’m making Top Down puzzle game And you control Multiple objects in the same time and all of them moves in the same way And I want when one of them get stuck all of them stop moving and I have different objects the main one is the Characters and they move in forward, backward and rotate both ways and there is squares and they have fixed path to move in And how I made it until this point I made a node and called it Controller and This node handles the Input and send it via signal to the Characters and they handle physics and movement and the missing part is when one of them get stuck they still move so I want them to stop so I want a way to connect all the Characters to the controller when one of them get stuck will emit signal to the controller and stop all of them.

And here is the code. This is the Controller Code:

extends Node

signal Movement()
var Rotation = 0
var Speed = 0

func get_Input():
	Rotation = 0
	Speed = 0
	if Input.is_action_pressed("ui_up"):
		Speed = -100
	elif Input.is_action_pressed("ui_down"):
		Speed = 100
	if Input.is_action_pressed("ui_right"):
		Rotation += 1
	elif Input.is_action_pressed("ui_left"):
		Rotation -= 1

func _physics_process(delta):
	get_Input()
	emit_signal("Movement", Speed, Rotation)
	pass

And Here is the Character Code:

extends KinematicBody2D

export (float) var Rotation_Speed = 1.5
export (float) var SpeedMultiplier = 1
var deltavalue = 0

func _ready():
	get_parent().get_node("Controller").connect("Movement", self, "_On_Controller_Movement")

func _physics_process(delta):
	deltavalue = delta

func _On_Controller_Movement(Speed, Rotation):
	rotation += Rotation * Rotation_Speed * deltavalue
	move_and_slide(Vector2(0, Speed * SpeedMultiplier).rotated(rotation))

How Would I Connect Multiple Instance of the Characters to the Controller node?