extends KinematicBody2D var angle = 0 var difficulty var deltaDifficulty = 0 var explosionObj = load("res://Objects/Explosion.tscn") var collided = false func _process(delta): difficulty = 600 + deltaDifficulty difficulty += 0.0005 var collision = move_and_collide(Vector2(difficulty * sin(angle) * delta, -difficulty * cos(angle) * delta)) if collision: collided = true hide() var explosion = explosionObj.instance() get_parent().add_child(explosion) explosion.position = position get_node("Collider").queue_free() yield(get_tree().create_timer(1.5), "timeout") queue_free() get_tree().reload_current_scene() if Input.is_mouse_button_pressed(BUTTON_LEFT): if (get_viewport().get_mouse_position().x <= get_viewport_rect().size.x/2): if angle > -1.5: rotate(-0.05) angle -= 0.05 elif (get_viewport().get_mouse_position().x > get_viewport_rect().size.x/2): if angle < 1.5: rotate(0.05) angle += 0.05 else: rotate(-angle/25) angle -= angle/25