extends RigidBody2D export var max_glow: float = 5.0 onready var glow: Light2D = $Glow func _on_Hurtbox_area_entered(area: Area2D) -> void: if area.is_in_group("enemy_hitbox"): var target = area.get_parent() target.die() func _physics_process(delta: float) -> void: var speed: float = inverse_lerp(0.0, 250.0, linear_velocity.length()) print(speed) glow.energy = lerp(0.0, max_glow, speed) func _on_body_entered(body: Node) -> void: pass # if glow.energy < max_glow: # pass # glow.energy += glow_increase # smoke_particles.amount += 1