extends Node2D #How far to move export var left_up_boundry = 0.0 export var right_down_boundry = 0.0 #Start direction export var direction = 1 export var speed = 50 #Move horizontal or vertical export(int, "Horizontal", "Vertical") var move_direction export var flip_sprite = true export var can_be_killed_by_sword = true #Onreadys onready var startpos = position onready var sprite = $AnimatedSprite func _physics_process(delta): if move_direction == 0: move_side_to_side(delta) else: move_up_and_down(delta) func move_side_to_side(delta): #Move position.x += direction * (speed * delta) #Switch dir if position.x >= startpos.x + (right_down_boundry * 8): direction = -1 if flip_sprite == true: sprite.scale.x = -1 if position.x <= startpos.x + (-left_up_boundry * 8): direction = 1 if flip_sprite == true: sprite.scale.x = 1 func move_up_and_down(delta): #Move position.y += direction * (speed * delta) #Switch dir if position.y >= startpos.y + (right_down_boundry * 8): direction = -1 if flip_sprite == true: sprite.scale.y = 1 if position.y <= startpos.y + (-left_up_boundry * 8): direction = 1 if flip_sprite == true: sprite.scale.y = -1 func _on_Area2D_area_entered(area): #Kill player if area.is_in_group("player"): area.get_parent().die() #Die from sword if area.is_in_group("sword"): if can_be_killed_by_sword: queue_free()