extends RigidBody2D var bounces = 0 @onready var player = $"../Player" func _physics_process(delta): rotation = linear_velocity.angle() #if linear_velocity.length() < 1100: # apply_central_force((global_position - player.global_position).normalized() * -200) func hit(body): if body.is_in_group("destructible"): if body.has_method("destroy"): body.destroy() else: var explosion = load("res://explosion.tscn").instantiate() $"/root/Node2D".add_child(explosion) explosion.global_position = global_position body.queue_free() queue_free() else: bounces += 1 #print(bounces) if bounces >= 2: queue_free()