extends RigidBody2D const BloodSplatter := preload("res://objects/environment/blood/blood_splatter.tscn") onready var sprite: Sprite = $Sprite func _physics_process(delta: float) -> void: sprite.global_rotation = linear_velocity.angle() func _on_body_entered(body: Node) -> void: if body is TileMap: var splatter = BloodSplatter.instance() splatter.global_position = global_position get_parent().add_child(splatter) queue_free()