extends Control @export var final_score: int = 0 @export var final_highscore: int = 0 @export var total_lines: int = 0 @onready var score_label: Label = $CenterContainer/Panel/VBoxContainer/LabelScore @onready var highscore_label: Label = $CenterContainer/Panel/VBoxContainer/LabelHighScore @onready var lines_label: Label = $CenterContainer/Panel/VBoxContainer/LabelLines @onready var retry_button: Button = $CenterContainer/Panel/VBoxContainer/HBoxContainer/ButtonAgain @onready var quit_button: Button = $CenterContainer/Panel/VBoxContainer/HBoxContainer/ButtonQuit func _ready() -> void: _update_labels() retry_button.pressed.connect(_on_retry_pressed) quit_button.pressed.connect(_on_quit_pressed) func _update_labels() -> void: if score_label: score_label.text = "Score: %d" % final_score if highscore_label: highscore_label.text = "Highscore: %d" % final_highscore if lines_label: lines_label.text = "Lines: %d" % total_lines func _on_retry_pressed() -> void: var main := get_tree().current_scene if main and main.has_method("reset_game"): main.reset_game() queue_free() # remove overlay func _on_quit_pressed() -> void: get_tree().quit()