extends Node2D const PauseScreen := preload("res://objects/hud/pause_screen.tscn") export var target_time_any = 0 export var target_time_100 = 0 export (AudioStream) var music export (Array, PackedScene) var lore_entries = null #Bonuses var time_bonus = true var life_bonus = true var collectible_bonus = false func _ready(): get_tree().paused = true Game.can_pause = false Fade.fade_in(0.4) Fade.connect("fade_finished", get_tree(), "set_pause", [false], CONNECT_ONESHOT) Fade.connect("fade_finished", Game, "set", ["can_pause", true], CONNECT_ONESHOT) Audio.play_music(music) Game.time = 0.0 Game.still_playing = true func _physics_process(delta): if Game.still_playing: Game.time += delta if Debug.entry == false && Game.can_pause: #Pause if Input.is_action_just_pressed("pause") && !get_tree().paused: var pause = PauseScreen.instance() if lore_entries != null && !lore_entries.empty(): var entry = lore_entries[randi() % lore_entries.size()] pause.lore_entry = entry get_parent().add_child(pause) # restart level if Input.is_action_just_pressed("restart"): Game.call_deferred("restart_level") if Game.keys == 50 && Game.shards == 5: #Time bonus collectible_bonus = true #Time bonus if Game.time <= target_time_100: time_bonus = true else: time_bonus = false else: if Game.time <= target_time_any: time_bonus = true else: time_bonus = false