extends KinematicBody2D var velocity: Vector2 = Vector2.ZERO const SplashParticles = preload("res://objects/environment/splash/splash_particles.tscn") func _physics_process(delta): if not is_on_floor(): #Gravity velocity.y = 100.0 velocity.x = 0.0 else: velocity.y = 0.0 move_and_slide(velocity,Vector2.UP) velocity.x = 0.0 func push(amount: float): velocity.x = amount func _on_Hitbox_area_entered(area): # do not squish if in "blocks_squash" group if area.is_in_group("enemy_hitbox") and not area.is_in_group("blocks_squash"): var enemy = area.get_owner() if enemy.global_position.y > global_position.y and velocity.y > 0: enemy.die() func _on_Hitbox_body_entered(body): if body.is_in_group("has_splash"): var particles = SplashParticles.instance() particles.global_position = global_position particles.color = body.splash_color particles.emitting = true get_parent().add_child(particles)