extends Node2D ### ### IMPORTANT: enemy's hitbox must be in the group "enemy_hitbox" to be killed ### it should also be named "Hitbox" for easier (2 click) signal connection ### as the reciever function has been renamed with that in mind ### const DeathParticles = preload("res://objects/enemy/death_particles.tscn") ### these variables have been replaced with groups to put on the hitbox ### - "blocks_arrow" ### - "blocks_sword" ### if an enemy's hitbox is not in those groups, it will be killed by them #export var can_be_killed_by_sword = true #export var can_be_killed_by_arrow = true #export var can_be_squashed = true export var score_for_killing = 0 export var blood = true var death_sound = Game.a_die func _on_Hitbox_area_entered(area): #Kill player if area.is_in_group("player"): area.get_parent().die() func die(): if blood: var death_particles = DeathParticles.instance() death_particles.global_position = global_position death_particles.emitting = true get_parent().add_child(death_particles) Game.play_sound(death_sound, Game.ac_die) Game.score += score_for_killing queue_free()