extends Node export (PackedScene) var FirstBad export (PackedScene) var BadBlob export (PackedScene) var UpgradeMenu # class member variables go here, for example: # var a = 2 # var b = "textvar" var position = Vector2(200, 200) var kill_money = 10 var total_bads_spawned = 0 var upgrade_cost = 50 func _ready(): $BaddieTimer.start() randomize() $MoneyDisplay.text = str($Player.money, " points") func _process(delta): if (Input.is_action_pressed("ctlr_l")): if (Input.is_action_pressed("ctlr_r")): if (Input.is_action_pressed("ctlr_a")): if (Input.is_action_pressed("ctlr_start")): get_tree().quit() if (Input.is_action_pressed("ui_quit")): get_tree().quit() $MoneyDisplay.text = str($Player.money, " points") func _on_bad1_death(): $Player.money += kill_money $MoneyDisplay.text = str($Player.money, " points") func _on_badblob_death(): $Player.money += kill_money*2 $MoneyDisplay.text = str($Player.money, " points") var sendblob = 0 func BaddieTimer(): prints ("baddie boi") if total_bads_spawned < 11: var bad if sendblob == 5: sendblob = 0 bad = BadBlob.instance() add_child(bad) bad.connect("dead", self, "_on_badblob_death") else: bad = FirstBad.instance() add_child(bad) sendblob += 1 bad.connect("dead", self, "_on_bad1_death") total_bads_spawned += 1 $BaddieTimer.wait_time = $BaddieTimer.wait_time * 0.99 $MoneyDisplay.text = str($Player.money, " points") bad.position.x = 1200 bad.position.y = randi()%500 + 25 else: $Player.money += 200 total_bads_spawned = 0 func _on_Player_shooting_speed_upgrade(): #$MoneyDisplay.text = str($Player.money, " points") pass func _on_PauseButton_pressed(): var upgmenu upgmenu = UpgradeMenu.instance() add_child(upgmenu) get_tree().paused = true # replace with function body