extends "res://objects/enemy/enemy.gd" #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 slower_speed = 50 export var faster_speed = 100 #Move horizontal or vertical export(int, "Horizontal", "Vertical") var move_direction export var flip_sprite = true #Onreadys onready var startpos = position onready var sprite = $AnimatedSprite onready var raycast = $Area2D/RayCast2D onready var timer = $Timer var speed = 50 var go_fast = false func _physics_process(delta): if move_direction == 0: move_side_to_side(delta) else: move_up_and_down(delta) #Speed up if in raycast if raycast.get_collider() != null: if raycast.get_collider().is_in_group("player"): go_fast = true timer.set_wait_time(0.5) timer.start() #chnage speed depedning on you know if go_fast: speed = faster_speed else: speed = slower_speed #flip raycast with sprite raycast.scale.x = sprite.scale.x 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_Timer_timeout(): go_fast = false