extends Node onready var shards: Node2D = $Shards onready var score = $Score onready var final_score: Label = $FinalScore #Score bonuses onready var collection_bonus_score = $ShardsAndBonuses/Bonuses/CollectionBonus/CollectionBonusScore onready var time_bonus_score = $ShardsAndBonuses/Bonuses/TimeBonus/TimeBonusScore onready var life_bonus_score = $ShardsAndBonuses/Bonuses/LifeBonus/LifeBonusScore onready var arrow_bonus_score = $ShardsAndBonuses/Bonuses/ArrowBonus/ArrowBonusScore onready var perfect_bonus_score = $ShardsAndBonuses/Bonuses/PerfectBonus/PerfectBonusScore func _ready() -> void: # tween for sequencing var tween = create_tween() # fill in shard names var level: LevelEntry = LevelData.levels[Game.current_level] for i in 5: var shard = shards.get_child(i) shard.get_node("Title").text = level.shard_titles[i] # shard collect animations tween.tween_interval(0.5) if Game.shards_collected[i]: tween.tween_callback(shard, "collect") score.text = Game.score #Determine score bonuses collection_bonus_score.text = str("+") + str(Game.collection_bonus) time_bonus_score.text = str("+") + str(Game.time_bonus) life_bonus_score.text = str("+") + str(Game.life_bonus) arrow_bonus_score.text = str("+") + str(Game.arrows_bonus) perfect_bonus_score.text = str("+") + str(Game.perfect_bonus) func _physics_process(delta: float) -> void: if Input.is_action_just_released("ui_accept"): Game.clear_collectibles() SceneManager.change_scene(preload("res://menus/level_select_scholar.tscn").instance())