extends CharacterBody2D var desired_rotation: float = self.rotation @export var speed = 0.5 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: # smoothly rotate if self.rotation != self.desired_rotation: self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1)) func move(motion: Vector3, mod: float) -> void: move_and_collide(Vector2(motion.x, motion.y).normalized() * self.speed * mod) # Moves along the given vector self.desired_rotation = atan2(motion.y, motion.x) # Apply boundary to new position position = GameManager.get_boundaried_position(position) func handle_damage(dmg: int, src: Node) -> void: if owner: owner.handle_damage(dmg, src) func duplicate_init() -> void: var sight = $Sight remove_child(sight) sight.queue_free()