extends Area2D @export var pull_duration: float = 1.2 @export var pull_strength: float = 140.0 @export var explosion_damage: int = 50 @onready var animated_sprite_2d: AnimatedSprite2D = $AnimatedSprite2D @onready var tornado_area: CollisionShape2D = $TornadoArea @onready var explosion_collision: CollisionShape2D = $ExplosionCollision var _is_pulling := true var _damaged_enemies: Array[Node] = [] func _ready() -> void: tornado_area.disabled = false explosion_collision.disabled = true if animated_sprite_2d.sprite_frames.has_animation("default"): animated_sprite_2d.play("default") await get_tree().create_timer(pull_duration).timeout _explode() func _physics_process(delta: float) -> void: if not _is_pulling: return for enemy in get_overlapping_bodies(): if not enemy.is_in_group("enemies"): continue if enemy.is_dying: continue enemy.global_position = enemy.global_position.move_toward(global_position, pull_strength * delta) func _explode() -> void: _is_pulling = false tornado_area.disabled = true explosion_collision.disabled = false if animated_sprite_2d.sprite_frames.has_animation("explosion"): animated_sprite_2d.play("explosion") await get_tree().physics_frame for body in get_overlapping_bodies(): if body.is_in_group("enemies") and not _damaged_enemies.has(body): body.take_damage(explosion_damage) _damaged_enemies.append(body) if animated_sprite_2d.sprite_frames.has_animation("explosion"): await animated_sprite_2d.animation_finished else: await get_tree().create_timer(0.35).timeout queue_free()