extends CharacterBody2D @export var MAX_SPEED = 300.0; @export var ACCELERATION = 1000.0; @export var FRICTION = 1500.0; @export var HP = 1; @export var DAMAGE = 1; @export var COOLDOWN = 1; @onready var raycast = $RayCast2D; @onready var cooldown_timer = $CooldownTimer; var player = null; var is_on_cooldown = false; func _ready(): add_to_group("enemies"); func _physics_process(delta): if player == null: return var vec_to_player = player.global_position - global_position; vec_to_player = vec_to_player.normalized(); raycast.rotation = atan2(vec_to_player.y,vec_to_player.x); velocity = velocity.move_toward(vec_to_player * MAX_SPEED,ACCELERATION*delta); move_and_slide(); if raycast.is_colliding(): var coll = raycast.get_collider(); if coll.name == "Player": attack(coll); func attack(collider): if !is_on_cooldown: is_on_cooldown = true; cooldown_timer.start(COOLDOWN); collider.take_damage(DAMAGE); func take_damage(damage): HP = HP - damage; if HP <= 0: kill(); func kill(): queue_free(); func set_player(p): player = p; func _on_cooldown_timer_timeout(): is_on_cooldown = false;