extends CanvasLayer signal add_currency(amount) func _on_Add_Currency_pressed() -> void: emit_signal('add_currency', 1) return func update_currency(amount: int) -> void: $Currency.set_text(String(amount)) return func update_health(value: int) -> void: $'Health Bar'.value = value return func _on_weapon_slot_pressed() -> void: $'Weapon Selection'.set_visible(not $'Weapon Selection'.visible) return func _on_select_bow_pressed() -> void: $'Weapon Selection/Bow'.set_visible(false) $'Equipped Weapon/Weapon'.set_normal_texture( $'Weapon Selection/Bow/Weapon'.get_normal_texture()) $'Weapon Selection/Javelin'.set_visible(true) $'Weapon Selection/Staff'.set_visible(true) $'Weapon Selection/Sword'.set_visible(true) $'Weapon Selection'.set_visible(false) return func _on_select_javelin_pressed() -> void: $'Weapon Selection/Javelin'.set_visible(false) $'Equipped Weapon/Weapon'.set_normal_texture( $'Weapon Selection/Javelin/Weapon'.get_normal_texture()) $'Weapon Selection/Bow'.set_visible(true) $'Weapon Selection/Staff'.set_visible(true) $'Weapon Selection/Sword'.set_visible(true) $'Weapon Selection'.set_visible(false) return func _on_select_staff_pressed() -> void: $'Weapon Selection/Staff'.set_visible(false) $'Equipped Weapon/Weapon'.set_normal_texture( $'Weapon Selection/Staff/Weapon'.get_normal_texture()) $'Weapon Selection/Bow'.set_visible(true) $'Weapon Selection/Javelin'.set_visible(true) $'Weapon Selection/Sword'.set_visible(true) $'Weapon Selection'.set_visible(false) return func _on_select_sword_pressed() -> void: $'Weapon Selection/Sword'.set_visible(false) $'Equipped Weapon/Weapon'.set_normal_texture( $'Weapon Selection/Sword/Weapon'.get_normal_texture()) $'Weapon Selection/Bow'.set_visible(true) $'Weapon Selection/Javelin'.set_visible(true) $'Weapon Selection/Staff'.set_visible(true) $'Weapon Selection'.set_visible(false) return