extends Node export (PackedScene) var FirstBad export (PackedScene) var BlobBad export (PackedScene) var UpgradeMenu var position = Vector2(200, 200) var total_bads_spawned = 0 var upgrade_cost = 50 func _ready(): $BaddieTimer.start() randomize() updatePoints() 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() updatePoints() func _on_bad_death(kill_money): $Player.money += kill_money updatePoints() var sendblob = 0 func BaddieTimer(): if total_bads_spawned < 11: var bad if sendblob == 5: sendblob = 0 bad = BlobBad.instance() else: bad = FirstBad.instance() sendblob += 1 add_child(bad) bad.connect("dead", self, "_on_bad_death") total_bads_spawned += 1 $BaddieTimer.wait_time = $BaddieTimer.wait_time * 0.97 updatePoints() bad.position.x = 1200 bad.position.y = randi()%500 + 25 else: total_bads_spawned = 0 func _on_Player_shooting_speed_upgrade(): updatePoints() pass func _on_PauseButton_pressed(): var upgmenu upgmenu = UpgradeMenu.instance() add_child(upgmenu) upgmenu.connect("refund", self, "_refund_button") get_tree().paused = true func updatePoints(): $MoneyDisplay.text = str($Player.money, " points") #When refund signal from upgrade menu comes in, # tell Player to refund upgrades func _refund_button(): $Player.refund() #When refund comes back successfully from Player, # pause game again func _on_Player_refund(ship_value): prints("Refunded for ", ship_value) updatePoints() get_tree().paused = true pass # replace with function body