extends CharacterBody2D @export var speed: float = 5 @export var strength: int = 1 const _speed_mult: float = 5000 var _direction: Vector2 var _velocity: Vector2 var deg: float func _ready(): _direction = Vector2.UP.rotated(deg_to_rad(randf_range(0.0, 360.0))) func _physics_process(delta): _velocity.x = speed * _speed_mult * _direction.x * delta _velocity.y = speed * _speed_mult * _direction.y * delta var collide = move_and_collide(_velocity * delta) if collide: deg = rad_to_deg(collide.get_angle()) if (deg >= 45 and deg < 135) or (deg >= 225 and deg < 315): _invert_x() if (deg >= 135 and deg < 225) or deg < 45 or deg >= 315: _invert_y() if collide.get_collider().get_parent() is Block: collide.get_collider().get_parent().take_damage(strength) func _invert_x(): _direction.x *= -1 func _invert_y(): _direction.y *= -1