extends Node signal refund signal speed_upgrade signal bullet_delay_upgrade signal ship_speed_upgrade signal add_laser signal plasma_lasers var bullet_delay_tier var shooting_speed_tier var ship_speed_tier var double_lasers func _ready(): bullet_delay_tier = get_parent().bullet_delay_tier $ShootingSpeedUpgrade/Icon.frame = bullet_delay_tier ship_speed_tier = get_parent().ship_speed_tier $ShipSpeedUpgrade/Icon.frame = ship_speed_tier func _process(delta): $ShootingSpeedUpgrade/Icon.frame = bullet_delay_tier $ShipSpeedUpgrade/Icon.frame = ship_speed_tier if (Input.is_action_pressed("ui_quit")): get_tree().quit() if Input.is_action_pressed("ui_accept"): _on_Button_pressed() func _on_Button_pressed(): get_tree().paused = false queue_free() func _on_Refund_pressed(): bullet_delay_tier = 0 ship_speed_tier = 0 $ShootingSpeedUpgrade/Icon.frame = 0 $ShipSpeedUpgrade/Icon.frame = 0 get_tree().paused = false emit_signal("refund") func _on_ShootingSpeedUpgrade_pressed(): get_tree().paused = false emit_signal("bullet_delay_upgrade") bullet_delay_tier = get_parent().bullet_delay_tier func _on_ShipSpeedUpgrade_pressed(): get_tree().paused = false emit_signal("ship_speed_upgrade") prints("UPGRADE SHIP SPEED SIGNAL EMITTED") ship_speed_tier = get_parent().ship_speed_tier