extends Node2D var target var speed var hitpoint var distancetaken = 0 #For the mortar, to create a nice bezier curve! var starterpos = 0 var targetpos = 0 var midpoint = 0 var t = 0.0 var duration = 0.5 func _ready() -> void: starterpos = global_position targetpos = target.global_position midpoint = (targetpos + starterpos) / 2 midpoint.y -= 200 #height of the curve! 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 name.contains("Rock"): t += delta / duration position = bezier(t) if t >= 1.0: get_node("CharacterBody2D/AnimatedSprite2D").play("hit") set_process(false) elif 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: 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() func bezier(t: float): var q0 = starterpos.lerp(midpoint, t) var q1 = midpoint.lerp(targetpos, t) return q0.lerp(q1, t) func _on_animated_sprite_2d_animation_finished() -> void: queue_free()