extends Node @export var mob_scene: PackedScene func _ready(): $UserInterface/Retry.hide() func _on_mob_timer_timeout(): var mob = mob_scene.instantiate() var mob_spawn_location = get_node("SpawnPath/SpawnLocation") mob_spawn_location.progress_ratio = randf() var player_position = $Player.position mob.initialize(mob_spawn_location.position, player_position) add_child(mob) mob.squashed.connect($UserInterface/ScoreLabel._on_mob_squashed.bind()) func _on_player_hit(): $MobTimer.stop() $UserInterface/Retry.show() func _unhandled_input(event): if event.is_action_pressed("ui_accept") and $UserInterface/Retry.visible: get_tree().reload_current_scene()