extends CanvasLayer @export var Player : Node2D @onready var MoneyCounter = $Panel/List/MoneyCounter @onready var CurrentAddress = $Panel/List/CurrentAddress @onready var TimeLeft = $Panel/List/TimeLeft @onready var MatchTimer = $Timer @onready var ItemTextures = {"Shoes" : preload("res://sprites/runningshoes.png"), "Drill" : preload("res://sprites/drill.png")} @onready var ItemGrid = $Panel/Items @export var ItemCounter : PackedScene @onready var EndGame = $EndGame @onready var EndGameLabel = $EndGame/Label @onready var StartGame = $StartGame # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if Input.is_action_just_pressed("interact"): if(StartGame.visible == true): Player.Frozen = false StartGame.hide() MoneyCounter.text = "$" + str(Player.Money) if roundi(MatchTimer.time_left)%60 < 10: TimeLeft.text = str(roundi(MatchTimer.time_left)/60) + ":0" + str(roundi(MatchTimer.time_left)%60) else: TimeLeft.text = str(roundi(MatchTimer.time_left)/60) + ":" + str(roundi(MatchTimer.time_left)%60) if Player.ActiveContract: CurrentAddress.text = Player.ActiveContract.get_address() else: CurrentAddress.text = "No Active Contract" func add_item(name: String, number : int = 1): if not ItemGrid.has_node(name): var newItem = ItemCounter.instantiate() newItem.name = name newItem.Count = number ItemGrid.add_child(newItem) ItemGrid.get_node(name).ItemTexture.texture = ItemTextures[name] else: ItemGrid.get_node(name).Count += number func remove_item(name: String, number : int = 1): if ItemGrid.has_node(name): var item = ItemGrid.get_node(name) item.Count -= number if item.Count <= 0: item.queue_free() func _on_timer_timeout() -> void: Player.Frozen = true EndGame.show() EndGameLabel.text += " $" + str(Player.Money)