extends Actor func _ready() -> void: set_physics_process(false) velocity.x = -30 # TODO adapt to groups func _on_StompDetector_body_entered(body: Node) -> void: if body.global_position.y > get_node("StompDetector").global_position.y: return get_node("EnemyBody").disabled = true die() func _physics_process(delta: float) -> void: velocity.y += _gravity * delta if is_on_wall() or !is_safe_drop(): velocity.x *= -1.0 velocity.y = move_and_slide(velocity, FLOOR_NORMAL).y func is_safe_drop(): for raycast in $LedgeDetectorRays.get_children(): if raycast.is_colliding(): var collider = raycast.get_collider() if collider.is_in_group("harmful"): return false return true func die() -> void: queue_free() levelState.kills += 1 func _on_EnemySkin_area_entered(area:Area2D) -> void: if area.is_in_group("harmful"): get_node("EnemyBody").disabled = true die()