tool extends Enemy func _on_Area2D_body_entered(body: Node) -> void: if not _damage_enabled: return if body.name == 'Player': var player:Player = body player.die() func _physics_process(delta: float) -> void: if not _is_alive: return if _triggerd and _damage_enabled: var player_direction = (_player_ref.position - position).normalized() $Sprite.scale = Vector2(-1 if player_direction.x < 0 else 1, 1) if _get_pit_direction() == 0 and dont_fall_patrol: _velocity.x = $Sprite.scale.x * walking_speed * 2 else: _velocity.x = 0 _velocity.y += gravity * delta $AnimationPlayer.play("attack") _velocity = move_and_slide(_velocity, Vector2.UP) pass func _on_TriggerZone_body_entered(body: Node) -> void: if body.name == 'Player': _triggerd = true _player_ref = body func _on_TriggerZone_body_exited(body: Node) -> void: if body.name == 'Player': _triggerd = false _player_ref = null