extends Sprite export var speed = 100 var velocity = Vector2() var time = 0 func follow_line_trajectory(): velocity = Vector2(10, 0) #func follow_parabolic_trajectory(): #velocity.x = 5 #velocity.y = 1 * time * gravitile #return velocity #func follow_hyperbolic_trajectory(): #velocity.x = gravitile * time #velocity.y = 1 #return velocity #func input(): #if Input.is_action_just_pressed("line"): #return follow_sine_trajectory() #elif Input.is_action_just_pressed("sine"): #return follow_line_trajectory() #else: #print('Trajectory is not selected') #queue_free() func _process(delta): follow_line_trajectory() time += delta position += velocity * speed * delta func _on_hitbox_body_entered(body): if body.is_in_group("mobs"): body.queue_free() queue_free()