extends KinematicBody2D var vida = 2 var speed = 35 var type = 1 func damage(arg, id): vida += arg if vida <= 0: get_parent().death_count(id) queue_free() var motion = Vector2() var target onready var reaction_time = int(rand_range(20,60)) func _ready(): var array = get_node('../../players').get_children() array.shuffle() if array.size() > 0: target = array[0] var dir_buffer = 0 var tick = 0 export var tickrate = 4 func _physics_process(delta): tick += 1 if fmod(tick,tickrate) == 0: if target == null: _ready() if target == null: return dir_buffer += 1 if fmod(dir_buffer,reaction_time) == 0: motion = (target.global_position - global_position).normalized() * speed position += motion*delta*tickrate