extends Node var count2 var count = 0 var score = 0 setget set_score var USE_TOUCH = OS.has_touchscreen_ui_hint() onready var scoreLabel = $CanvasLayer2/Background/ScoreLabel func _ready(): if playerstats.dev_mode: $CanvasLayer2/HpUi.hide() $CanvasLayer2/WeaponUi.hide() scoreLabel.hide() func set_score(value): score = value update_score_label() if score >= 1000: if count2 != 1: count2 = 1 var addorno = 1 if playerstats.hp != playerstats.max_hp: addorno += 1 playerstats.max_hp += 1 playerstats.hp += addorno if addorno == 2: announce("congrats on those hearts") else: announce("congrats on that heart") if score >= 10000: if count != 1: count = 1 var save_data = SaveAndLoad.load_data_from_file() save_data.unlocked2 = true SaveAndLoad.save_data_to_file(save_data) print("saved?") if score >= 30000: Game.transition("res://ui/scenes/Win.tscn") func update_score_label(): scoreLabel.text = "Score = " + str(score) func update_save_data(): var save_data = SaveAndLoad.load_data_from_file() if score > save_data.highscore: save_data.highscore = score SaveAndLoad.save_data_to_file(save_data) func _on_Ship_player_death(): playerstats.max_hp = 3 playerstats.recent_score = score $CanvasLayer2/Background/HpUi.visible = false playerstats.hp = playerstats.max_hp update_save_data() yield(get_tree().create_timer(1), "timeout") Game.transition("res://ui/scenes/GameOverScreen.tscn") onready var speaker = $CanvasLayer2/Background/anouncementlabel onready var confetti = $CanvasLayer2/Background/anouncementlabel/confetti func announce(text): speaker.text = text confetti.emitting = true yield(get_tree().create_timer(8), "timeout") confetti.emitting = false speaker.text = " " func _process(_delta): if playerstats.power == true: $CanvasLayer2/Background/powerup.show() else: $CanvasLayer2/Background/powerup.hide()