extends Area2D @onready var turret_laser = $Sprite2D var speed = 100 var target2 : Vector2 var new_rot var direction func initialize(firing_solution,target): print('firing_solution='+str(firing_solution)) new_rot = firing_solution #turret_laser.set_rotation(firing_solution) #print(str(turret_laser)) #print(str(firing_solution)) target2 = target #print(str(firing_solution)) func _ready(): set_rotation(new_rot) direction = (target2 - global_position).normalized() func _physics_process(delta): #print(str(global_position.x - target.x)) #print(global_position) #print(target2) #print(typeof(global_position)) #print(typeof(target)) #var direction = (global_position - target2).normalized() #print("target2 " + str(target2)) #print("direction normalized " + str(direction)) #print("target_far " + str(target_far)) #print("direction " + str(direction)) #print("target2 " + str(target2)) #global_position += (direction - global_position).normalized() * speed * delta global_position += direction * speed * delta if global_position.x >= 980: #print("cleanup") queue_free() func _on_area_entered(area): if area is player: area.take_damage(1) queue_free() func _on_timer_timeout(): print("cleanup") queue_free()