extends Enemy var Hell_Projectile = preload("res://ai/Scenes/DemonFireball.tscn") onready var ShootDelay : Timer = $ShootDelay onready var ProjectileSpawn: Node2D = $Position2D onready var PlayerRaycast: RayCast2D = $PlayerRaycast func _ready(): health = 0.5 knockback_amount = 700 func _physics_process(_delta): if knockback != Vector2.ZERO: knockback = lerp(knockback, Vector2.ZERO, 0.5) move_and_slide(-knockback * knockback_amount) if knockback.x < 1 and -1 < knockback.x and knockback.y < 1 and -1 < knockback.y: knockback = Vector2.ZERO return var player_position = get_player_position() var dist = global_position.distance_to(player_position) PlayerRaycast.cast_to = player_position - global_position var collider = PlayerRaycast.get_collider() if collider != null && collider.has_method("get_type") && collider.get_type() == "player": shoot_fireball(position.direction_to(player_position)) if dist <= 400: velocity.x = position.direction_to(player_position).normalized().x * speed else: velocity = Vector2(0, 0) apply_gravity(_delta) velocity = move_and_slide(velocity, UP) if velocity.x > 0: $Hell.flip_h = false elif velocity.x < 0: $Hell.flip_h = true if health <= 0: queue_free() func do_knockback(normal): if $Hell.flip_h == true: knockback = Vector2(-4, -4) else: knockback = Vector2(4, 0) func shoot_fireball(direction): if ShootDelay.is_stopped(): var temp = Hell_Projectile.instance() get_tree().current_scene.add_child(temp) temp.global_position = ProjectileSpawn.global_position temp.launch_vector(direction) ShootDelay.start()