extends RigidBody2D class_name Player var id : int = 0 var score : int = 0 var scorecard : Scorecard var alive : bool = true @export var start_speed = 100 @export var animated_sprite : AnimatedSprite2D func _ready() -> void: var frame : int = randi_range(0, animated_sprite.sprite_frames.get_frame_count("default")-1) var direction : Vector2 = Vector2 (randf_range(-1,1), randf_range(-1,1)) apply_force( direction.normalized() * start_speed) #animated_sprite.frame = frame func setup(): animated_sprite.frame = id func respawn_shiny(): var shiny = load("res://shiny.tscn").instantiate() var ranPos = randi_range(0,GM.shine_spawns.size()-1) shiny.position = GM.shine_spawns[ranPos].position get_tree().get_root().add_child(shiny) func _process(delta: float) -> void: scorecard.score = score scorecard.alive = alive if(linear_velocity.length() < 35): linear_velocity *= 1.1 if(not alive): modulate = Color("ffffff42") contact_monitor = false scorecard.alive = false for i in range(score): respawn_shiny() process_mode = Node.PROCESS_MODE_DISABLED func _on_body_entered(body: Node) -> void: #print("mew") if body.is_in_group("player") : print("playersHit") if(score > 0): score -= 1 respawn_shiny()