extends KinematicBody2D class_name Enemy var speed = 60 var gravity =500 var health = 5 const UP = Vector2(0, -1) var velocity = Vector2() func apply_gravity(delta, modifier = 1): velocity.y += gravity * delta * modifier func _physics_process(_delta): var dist = global_position.distance_to(Globals.player) if Globals.player != null: if $RayCast2D.get_collider() != null && $RayCast2D.get_collider().has_method("get_type") and $RayCast2D.get_collider().get_type() == "player": velocity = Vector2(0, 0) elif $RayCast2D2.get_collider() != null && $RayCast2D2.get_collider().has_method("get_type") and $RayCast2D2.get_collider().get_type() == "player": velocity = Vector2(0, 0) elif $RayCast2D3.get_collider() != null && $RayCast2D3.get_collider().has_method("get_type") and $RayCast2D3.get_collider().get_type() == "player": velocity = Vector2(0, 0) elif $RayCast2D4.get_collider() != null && $RayCast2D4.get_collider().has_method("get_type") and $RayCast2D4.get_collider().get_type() == "player": velocity = Vector2(0, 0) if dist <= 400: velocity.x = position.direction_to(Globals.player).normalized().x else: velocity = Vector2(0, 0) apply_gravity(_delta) velocity.x *= speed velocity = move_and_slide(velocity, UP) #FOR FLIPPING THE SPRITE RIGHT AND LEFT DEPENDING ON WHICH WAY THEY FACING #if velocity.x > 0: # $(Enemy Sprite).flip_h = false #elif velocity.x < 0: # $(Enemy Sprite).flip_h = true if is_on_wall() and is_on_floor(): velocity.y = -150