extends KinematicBody2D const SPEED: int = 50 var player: KinematicBody2D = null var velocity: Vector2 = Vector2.ZERO var health: int = 2 var hit: bool = false var counter: int = 0 func _physics_process(_delta: float) -> void: velocity = Vector2.ZERO if player and position.distance_to(player.position) > 1: velocity = position.direction_to(player.position).normalized() * SPEED if hit == true: if counter < 15: if counter % 5 == 0: $AnimatedSprite.visible = false else: $AnimatedSprite.visible = true counter += 1 velocity = Vector2.ZERO else: counter = 0 hit = false velocity = move_and_slide(velocity) return func _on_player_detector_body_entered(body: Node) -> void: if body.is_in_group('player'): player = body return func _on_player_detector_body_exited(body: Node) -> void: if body.is_in_group('player'): player = null return func _on_hitbox_area_entered(area: Area2D) -> void: if area.is_in_group('player_weapon_1'): health -= 1 hit = true elif area.is_in_group('player_weapon_2'): health -= 2 hit = true if health <= 0: call_deferred('queue_free') return