extends Area2D var velocity: Vector2 = Vector2() var direction var speciality var btype var attack var crit var angular_speed = 5*PI var origangle var isjump = false # Called when the node enters the scene tree for the first time. func _ready(): if direction == null: origangle = velocity.angle() else: origangle = direction.angle() rotation = origangle if is_in_group("players"): speciality = Global.pcspecialities[Global.dparty[Global.dcpchar][0]] add_to_group(btype) attack = attack * Global.difdamage #pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _physics_process(delta): rotation -= angular_speed * delta print(rotation) if rotation+deg2rad(180) < origangle: queue_free() func _on_body_entered(body): if !body.is_in_group(btype) && Global.live == 1: if body.is_in_group("players") && Global.dificulty != 1 && body.isjump == isjump: if body.weakness == speciality: print("weakness") #Input.start_joy_vibration(0,0,1,3) Global.result[3] += attack * crit if Global.debug: if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > (attack * crit): Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack * crit else: Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0 else: if Global.cstats[Global.party[Global.cpchar][0]][0] > (attack * crit): Global.cstats[Global.party[Global.cpchar][0]][0] -= attack * crit else: Global.cstats[Global.party[Global.cpchar][0]][0] = 0 else: Global.result[3] += attack #Input.start_joy_vibration(0,1,0,2) if Global.debug: if Global.dstats[Global.dparty[Global.dcpchar][0]][0] > attack: Global.dstats[Global.dparty[Global.dcpchar][0]][0] -= attack else: Global.dstats[Global.dparty[Global.dcpchar][0]][0] = 0 else: if Global.cstats[Global.party[Global.cpchar][0]][0] > attack: Global.cstats[Global.party[Global.cpchar][0]][0] -= attack else: Global.cstats[Global.party[Global.cpchar][0]][0] = 0 elif body.is_in_group("boss") && Global.dificulty != 1 && body.isjump == isjump: if body.weakness == speciality: print("weakness") if Global.cboss[1] > (attack * crit): Global.cboss[1] -= attack * crit else: Global.cboss[1] = 0 else: if Global.cboss[1] > (attack): Global.cboss[1] -= attack else: Global.cboss[1] = 0 elif body.is_in_group("enemies") && Global.dificulty != 1 && body.isjump == isjump: if body.weakness == speciality: print("weakness") #if body.is_in_group("players"): # Global.live = 2 #elif body.is_in_group("enemies"): # Global.live = 3 #elif body.is_in_group("boss"): # Global.live = 3 # queue_free() func _on_area_entered(area): if !area.is_in_group(btype): queue_free() #pass # Replace with function body. func _on_timer_timeout(): queue_free()