extends Node export(PackedScene) var mob_scene var score func _ready(): randomize() func game_over(): $ScoreTimer.stop() $MobTimer.stop() $HUD.show_game_over() $Music.stop() $DeathSound.play() func new_game(): get_tree().call_group("mobs", "queue_free") score = 0 $Player.start($StartPosition.position) $StartTimer.start() $HUD.update_score(score) $HUD.show_message("Get Ready") $Music.play() func _on_MobTimer_timeout(): # Choose a random location on Path2D. var mob_spawn_location = get_node("MobPath/MobSpawnLocation") mob_spawn_location.offset = randi() # Create a Mob instance and add it to the scene. var mob = mob_scene.instance() add_child(mob) # Set the mob's direction perpendicular to the path direction. var direction = mob_spawn_location.rotation + PI / 2 # Set the mob's position to a random location. mob.position = mob_spawn_location.position # Add some randomness to the direction. direction += rand_range(-PI / 4, PI / 4) mob.rotation = direction # Choose the velocity. var velocity = Vector2(rand_range(mob.min_speed, mob.max_speed), 0) mob.linear_velocity = velocity.rotated(direction) func _on_ScoreTimer_timeout(): score += 1 $HUD.update_score(score) func _on_StartTimer_timeout(): $MobTimer.start() $ScoreTimer.start()