extends KinematicBody2D class_name Projectile export var speed = 300 var velocity = Vector2.ZERO onready var Hit = get_node("Node/Hit") onready var Hit_Wall = get_node("Node/Hit Wall") func _physics_process(delta): var collision = move_and_collide(velocity * delta) if collision != null: on_impact(collision) func launch(): velocity = (Vector2(speed, 0)).rotated(rotation) func on_impact(collision): queue_free()