extends CharacterBody2D @export var speed = 60 var direction = 1 @onready var ray_cast_right: RayCast2D = $RayCastRight @onready var ray_cast_left: RayCast2D = $RayCastLeft @onready var animated_sprite: AnimatedSprite2D = $AnimatedSprite2D # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(delta: float) -> void: # Apply gravity if not is_on_floor(): velocity += get_gravity() * delta if ray_cast_right.is_colliding(): direction = -1 animated_sprite.flip_h = true if ray_cast_left.is_colliding(): direction = 1 animated_sprite.flip_h = false position.x += direction * speed * delta move_and_slide() func _on_hit_box_killed() -> void: queue_free()