extends RigidBody2D @onready var player = $"../Player" var shield_scene = preload("res://shield.tscn") 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") and body.name != "Shield": var shield = shield_scene.instantiate() if body.has_node("ShieldMarker"): shield.scale = Vector2.ONE body.get_node("ShieldMarker").add_child(shield) else: body.add_child(shield) shield.position = Vector2.ZERO queue_free() else: queue_free()