extends Node2D var target var speed var hitpoint var distancetaken = 0 func set_targe(_target : Node2D) -> void: target = _target func set_speed(_speed: int) -> void: speed = _speed func set_hitpoint(_hitpoint: int) -> void: hitpoint = _hitpoint func _process(delta: float) -> void: if target and speed > 0: # Get the direction vector from the bullet to the target var direction = (target.get_parent().get_parent().get_position() - position).normalized() # Rotate the bullet to face the target if name.contains("Arrow"): rotation = direction.angle() + deg_to_rad(90) # Move the bullet towards the target position += direction * speed * delta distancetaken += (direction * speed * delta).length() if position.distance_to(target.get_parent().get_parent().position) <= 5: target_reached() if distancetaken > 250: queue_free() else: queue_free() func target_reached() -> void: var chance = 0 if name.contains("Arrow"): #special effects here! if randf() < 0.1: target.get_parent().set_speed(target.get_parent().get_speed() / 2) target.get_parent().adjust_speed_of_animation() pass if name.contains("Magic"): if randf() < 0.5: target.get_parent().set_progress(max(target.get_parent().get_progress() - 60, 0)) target.get_parent().enemy_hurt(hitpoint) queue_free()