extends Node2D var direction = 1 @export var speed = Vector2.ZERO @export var range = 1.0 @export var infinite_range = true func _ready() -> void: var player = get_tree().get_nodes_in_group("player")[0] direction = player.aim_direction if infinite_range == true: %RangeTimer.paused = true func _physics_process(delta: float) -> void: position.x += (speed.x * direction) * delta position.y += (speed.y) * delta func _on_area_2d_area_entered(area: Area2D) -> void: if area.is_in_group("enemy_hitbox"): GlobalFunctions.queue_score(10) area.get_parent().queue_free() queue_free() func _on_area_2d_body_entered(body: Node2D) -> void: queue_free() func _on_range_timer_timeout() -> void: queue_free()