extends Node @export var mob_scene: PackedScene func _ready(): $UserInterface/Retry.hide() func _unhandled_input(event): if event.is_action_pressed("ui_accept") and $UserInterface/Retry.visible: # warning-ignore:return_value_discarded get_tree().reload_current_scene() func _on_mob_timer_timeout(): # Create a new instance of the Mob scene. var mob = mob_scene.instantiate() # Choose a random location on the SpawnPath. var mob_spawn_location = get_node("SpawnPath/SpawnLocation") mob_spawn_location.progress_ratio = randf() # Communicate the spawn location and the player's location to the mob. var player_position = $Player.position mob.initialize(mob_spawn_location.position, player_position) # Spawn the mob by adding it to the Main scene. add_child(mob) # We connect the mob to the score label to update the score upon squashing a mob. mob.squashed.connect($UserInterface/ScoreLabel._on_Mob_squashed) func _on_player_hit(): $MobTimer.stop() $UserInterface/Retry.show()