extends Enemy var contact_damage = 1.5 onready var Spr = $Sprite onready var DamageCD = $DamageCD func _ready(): speed = 100 func _physics_process(delta): var player = Globals.player var distance = global_position.distance_to(player) if distance <= 400: if player.x > global_position.x: Spr.flip_h = false velocity.x = speed elif player.x < global_position.x: Spr.flip_h = true velocity.x = -speed if health <= 0: queue_free() if not is_on_floor(): velocity.y = 10 var collision = move_and_collide(velocity) if collision != null: on_impact(collision) func on_impact(collision): if collision.collider.has_method("get_type") && collision.collider.get_type() == "player": if DamageCD.is_stopped(): var c = collision.collider c.set_health(c.get_health() - contact_damage) DamageCD.start()