extends CharacterBody2D @onready var playerP = $"../Player" var max_collisions = 0 var dealtScale := 1.5 func _ready() -> void: pass # Replace with function body. func _physics_process(delta: float) -> void: if playerP.transitioning: return move_and_collide(velocity * delta) func _on_area_entered(area: Area2D) -> void: if area.get_meta("playerHitbox", 0) != 0: var player = area.get_parent() player.speedScale = dealtScale * pow(0.8, Globals.unlockedUpgrades.get("rollback", 0)) player.speedUp = 0.5 player.damageScale += dealtScale * pow(0.8, Globals.unlockedUpgrades.get("rollback", 0)) player.knockback = Vector2(sin(rotation) * 500 * [0.5, -0.5].pick_random(), cos(rotation) * 500 * [0.5, -0.5].pick_random()) player.hitsfx.play() queue_free() func _on_body_entered(body: Node2D) -> void: queue_free()