extends RigidBody2D @onready var player = %player @onready var animated_sprite_2d = $AnimatedSprite2D @onready var shoot_spawner = $ShootSpawner const BOWSER_JR_FIRE = preload("res://scenes/enemies/bowser_jr_fire.tscn") var shoot_direction = -1 const jump_force = 250 @onready var timer = $Timer var pause = false func _process(delta): if pause: return if player.position.x > position.x: animated_sprite_2d.flip_h = true shoot_direction = 1 shoot_spawner.position.x = 32 else: animated_sprite_2d.flip_h = false shoot_direction = -1 shoot_spawner.position.x = 0 func shoot(): if pause: return animated_sprite_2d.play("open_mouth") timer.start() var instance = BOWSER_JR_FIRE.instantiate() instance.speed *= shoot_direction get_parent().add_child(instance) instance.position.x = shoot_spawner.global_position.x instance.position.y = shoot_spawner.global_position.y func jump(): if pause: return linear_velocity.y = -jump_force func f_die(): pass func _on_timer_timeout(): animated_sprite_2d.play("default")