extends CharacterBody2D # Get the gravity from the project settings to be synced with RigidBody nodes. var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") var clValue = 300 var powerType = 1 func _ready(): generatePowerUp() func _physics_process(delta): # Add the gravity. if not is_on_floor(): velocity.y += gravity * delta if is_on_floor(): velocity.x = 0 var collision = move_and_slide() if(collision): for i in get_slide_collision_count(): var collidedObj = get_slide_collision(i) if(collidedObj.get_collider().is_in_group("player")): collidedObj.get_collider().currentBullet = collidedObj.get_collider().get("bulletP" + str(powerType)) queue_free() func setVelocity(xVelocity, yVelocity): velocity.x = clamp(xVelocity, -clValue, clValue) velocity.y = clamp(yVelocity, -clValue, clValue) func generatePowerUp(): randomize() powerType = randi_range(1,2) $Sprite2D.frame = powerType