tool extends Node2D var triggerd = false export(int, -360, 360) var direction = 1 setget set_direction func _on_DamageArea_body_entered(body: Node) -> void: if body.name == "Player": body.die() body.boost(Vector2(150, 0)) func _on_TriggerArea_body_entered(body: Node) -> void: if body.name == "Player" and not triggerd: AudioManager.play_sfx(AudioManager.Sfx.SPIKE_TRAP) triggerd = true $AnimationPlayer.play("emit") yield($AnimationPlayer, "animation_finished") yield(get_tree().create_timer(.3), "timeout") $AnimationPlayer.play_backwards("emit") triggerd = false func set_direction(new_direction): self.rotation_degrees = new_direction