extends Node2D onready var cull_edge = Vector2(5 * scale.x,0) #Edge to check culling, if this edge is offscreen, delete the arrow onready var player = get_parent().get_node("Player") onready var initial_sector = Game.get_sector(player.global_position) func _ready(): #Flip depending on player facing scale.x = player.sprite.scale.x func _physics_process(delta): #Move in flip direction position.x += 4 * scale.x #Delete when offscreen if Game.get_sector(global_position + cull_edge) != initial_sector: queue_free() #Wall Collision func _on_Area2D_body_entered(body): if body is TileMap or body is StaticBody2D: queue_free()