diff --git a/scripts/Shop.gd b/scripts/Shop.gd index 10f08f646247800c21d238286a30d9b7e15fefed..c385cbea5d32ff3352855b82d68710aff0bda164 100644 --- a/scripts/Shop.gd +++ b/scripts/Shop.gd @@ -52,7 +52,7 @@ func populate_rows(): # Track selected upgrade types for this shop session var selected_upgrade_types = [] - + # Add 3 random pieces for i in 3: var piece = select_random_item("pieces") @@ -168,12 +168,8 @@ func _on_buy_button_pressed(item_data: Dictionary, shop_item: Node): print("Item already purchased!") - func _on_next_round_button_pressed(): print("Next Round button pressed!") visible = false # Hide the shop emit_signal("next_round_requested") # Notify the main game script - -func _on_reset_shop_button_pressed() -> void: - pass # Replace with function body. diff --git a/scripts/game.gd b/scripts/game.gd index 2951f177dbf21e28db0de264c2d6cec156a7b2c1..680d4e32fb93ea85acf36b5421b3ef11775d0e94 100644 --- a/scripts/game.gd +++ b/scripts/game.gd @@ -572,11 +572,6 @@ func apply_upgrade_to_pieces(upgrade_data: Dictionary): elif piece is Assassin && piece_type == "Assassin": piece.upgrades.append(upgrade_data["upgrade_enum"]) -func _on_gold_spent(amount: int): - player_gold -= amount - gold_display.text = "Gold: %d" % player_gold # Update the display - # print("Gold spent: %d. Remaining gold: %d" % [amount, player_gold]) - func update_gold_display(): gold_display.text = "Gold: %d" % player_gold