extends Sprite var velocity = Vector2(1, 0) var player_rotation export(int) var speed = 1400 export(int) var damage = 25 puppet var puppet_position setget puppet_position_set puppet var puppet_velocity = Vector2(0, 0) puppet var puppet_rotation = 0 onready var initial_position = global_position var player_owner = 0 func _ready() -> void: visible = false yield(get_tree(), "idle_frame") if get_tree().has_network_peer(): if is_network_master(): velocity = velocity.rotated(player_rotation) rotation = player_rotation rset("puppet_velocity", velocity) rset("puppet_rotation", rotation) rset("puppet_position", global_position) visible = true func _process(delta: float) -> void: if get_tree().has_network_peer(): if is_network_master(): global_position += velocity * speed * delta else: rotation = puppet_rotation global_position += puppet_velocity * speed * delta func puppet_position_set(new_value) -> void: puppet_position = new_value global_position = puppet_position sync func destroy() -> void: queue_free() func _on_Destroy_timer_timeout(): if get_tree().has_network_peer(): if get_tree().is_network_server(): rpc("destroy")