extends CharacterBody2D @onready var player = $"../Player" @onready var bloodParticles = preload("res://assets/scenes/blood.tscn") var dmgtotal := float(randi_range(20,40)) func _ready() -> void: print(dmgtotal) if Globals.unlockedUpgrades.get("dumbbell", 0) > 0: dmgtotal *= pow(1.5, Globals.unlockedUpgrades["dumbbell"]) if Globals.unlockedUpgrades.get("speedMayhem", 0) > 0: dmgtotal *= pow(1 + (player.velocity.length() + player.dashVel.length()) / 400, Globals.unlockedUpgrades["speedMayhem"]) print(dmgtotal) func _physics_process(delta: float) -> void: if player.transitioning: return move_and_collide(velocity * delta) func _on_area_entered(area: Area2D) -> void: if not area.get_parent().has_meta("dontKillUrselfPlease"): queue_free() func _on_body_entered(body: Node2D) -> void: if body.get_meta("enemy", 0) == 1: #body.get_node("explode").emitting = true #body.get_node("explode").reparent(body.geat_parent()) body.health -= dmgtotal * player.damage_stack body.knockback = Vector2(velocity.x * 0.5, velocity.y * 0.5) body.hitsfx.play() #AnimationPlayer.new().stop() body.get_node("AnimationPlayer").stop() body.get_node("AnimationPlayer").play("flash") var bloodInsta = bloodParticles.instantiate() bloodInsta.emitting = true bloodInsta.unlock = true bloodInsta.global_position = body.global_position get_parent().add_child(bloodInsta) #player.heal(randi_range(3,5)) #body.queue_free() print(body.name) queue_free()