extends Node2D var enemy = preload("res://enemy.tscn") var player = preload("res://player.tscn") var instance = null var playing = false var enemy_count: int = 0 @onready var start_button = $CanvasLayer/CenterContainer/Start @onready var game_over = $CanvasLayer/CenterContainer/GameOver func _ready(): game_over.hide() start_button.show() EventBus.player_died.connect(_on_player_died) EventBus.enemy_died.connect(_on_enemy_died) func spawn_enemies(): for x in range(9): for y in range(3): var e = enemy.instantiate() var pos = Vector2(x * (16 + 8) + 24, 16 * 4 + y * 16) add_child(e) e.start(pos) enemy_count = get_tree().get_nodes_in_group("enemies").size() print(enemy_count) func _on_enemy_died(value: int): Global.score += value enemy_count -= 1 $CanvasLayer/UI.update_score(Global.score) print_debug(enemy_count) if enemy_count == 0: print("All enemies defeated!") win_game() func _on_player_died(): # get_tree().call_group("enemies", "queue_free") EventBus.enemy_win.emit() # $Player.set_process(false) instance.queue_free() game_over.show() await get_tree().create_timer(2).timeout game_over.hide() start_button.show() playing = false func new_game(): get_tree().call_group("enemies", "queue_free") # get_node("player").start() Global.score = 0 instance = player.instantiate() add_child(instance) $Player.shader_active = false $Player.start() $CanvasLayer/UI.update_score(Global.score) spawn_enemies() playing = true func _input(EventInput): if EventInput.is_action_pressed("shoot") and playing == false: print("Input detected!") start_button.hide() new_game() func _on_start_pressed(): start_button.hide() new_game() func win_game(): playing = false game_over.show() $Player._on_game_over() await get_tree().create_timer(2).timeout game_over.hide() start_button.show()