extends Actor class_name Enemy func _on_StompDetector_body_entered(body: Node) -> void: if !body.is_in_group("player"): return var incoming_vel_vector: Vector2 = body.velocity.normalized() print(rad2deg(abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation))))) if abs(incoming_vel_vector.angle_to(Vector2.DOWN.rotated(rotation))) > deg2rad(90): print("too shallow entry") return signalManager.emit_signal("got_stomped") remove_from_group("harmful") $StompDetector.remove_from_group("weakpoint") get_node("EnemyBody").disabled = true die() func die() -> void: queue_free() # TODO make batterr levelState.kills += 1 func _on_EnemySkin_area_entered(area:Area2D) -> void: if area.is_in_group("harmful"): get_node("EnemyBody").disabled = true die()