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- extends AnimatableBody2D
- var active := false
- @onready var starting_position := global_position
- func _physics_process(delta: float) -> void:
- if active:
- global_position.x += 48 * delta
- func on_player_entered(player: Player) -> void:
- if player.velocity.y > -player.FALL_GRAVITY:
- active = true
- func reset() -> void:
- global_position = starting_position
- reset_physics_interpolation()
- active = false
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