Ok. So, this method is non-conditionally called from the act method of the class; and when this actor is clicked on, your 'boot' object is to change into an 'UpgradeBoot' object for a short period of time.
Line 3: you will need the 'score'
Line 4: why is the 'heart' object needed when upgrading boot
Line 5: why is the 'barrel' object needed when upgrading boot
Line 6; why is the 'Bomb' object needed when upgrading boot
Line 7: depending on how you wish to qualify the purchase of a shield, you may or may not need this one at this time
Lines 8: the 'if' should be asked before getting any objects (lines 3 through 7; or what is left of them). Getting these values before we even know we need them is wasteful. Every act cycle several object fields would need to be set up and assigned values using long calls, just to have them sent to the garbage collector 99.99+ percent of the time. Better would be to start the method with this line:
After which you set up what fields you need, apply the upgrade and deduct the purchase amount from the score.
You still did not say whether you would allow purchase of a shield upgrade while one was already in effect or not. You could work this at least three different ways: (1) no purchase while one is currently in effect (2) purchase allowed anytime, but overrides any previous purchase (loses remaining time and resets the time value) and (3) purchase allowed anytime and time value is applied to the time remaining to present one (does not lose any remaining time and a new allotment of time is added to that remaining time).
if (!Greenfoot.mouseClicked(this) || score.getValue() < 500) return;

