extends RigidBody2D @export var hit_power:int = 10 @export var nail_velocity:int = 200 @export var spawn_offset:int = 25 @export var cleanup_time:float = 2.0 @onready var collision_shape = get_node("CollisionShape2D") @onready var facing_vector = Vector2(0, 0) @onready var controlling_player:CharacterBody2D @onready var hit_player:CharacterBody2D = null func _on_body_entered(body): if body.is_in_group("moveable"): collision_shape.set_deferred("disabled", true) body.apply_central_impulse(facing_vector) elif body.is_in_group("player"): body.player_hit.is_player_hit = true #body.player_hit.hit_velocity = last_velocity.normalized() * push_strength body.health_changed_func(-1) hit_player = body