extends Node export (PackedScene) var FirstBad export (PackedScene) var BlobBad var position = Vector2(200, 200) var total_bads_spawned = 0 var upgrade_cost = 50 const BADDIE_WAIT_TIME_DEFAULT = 5 func _ready(): var mainmenu = preload("res://MainMenu.tscn").instance() add_child(mainmenu) get_tree().paused = true $BaddieTimer.wait_time = BADDIE_WAIT_TIME_DEFAULT $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()%470) + 40 else: total_bads_spawned = 0 func _on_PauseButton_pressed(): $Player.upgradeMenu() func updatePoints(): $MoneyDisplay.text = str($Player.money, " points") func _on_Player_update_display(): updatePoints() func _on_Mothership_game_over(): $Player.gameOver() func _on_Player_restart_game(): for child in self.get_children(): if (child.has_method("_on_Visibility_screen_exited")): child.queue_free() total_bads_spawned = 0 $BaddieTimer.wait_time = BADDIE_WAIT_TIME_DEFAULT