extends Node2D export(int, 1, 5) var lifePoints = 3 export(float, 0, 30) var spawnRate = 5.0 var Minion = load("res://Boss/Minion.tscn") var elapsedTime = 0.0 func offset_vec(): var offset = 16 return Vector2((randf()-0.5)*offset, (randf()-0.5)*offset) func _physics_process(delta): elapsedTime += delta if(elapsedTime>=spawnRate): elapsedTime-=spawnRate var world = get_tree().current_scene.get_child(2) var minion = Minion.instance() world.add_child(minion) minion.global_position = global_position+offset_vec() func _on_Hurtbox_area_entered(area): lifePoints -= area.damage if(lifePoints<=0): queue_free() pass func _sound_finished(): SoundControler.pub_play_effect("res://Objects/Torch/Torch.wav",4) func _ready(): SoundControler.pub_play_effect("res://Objects/Torch/Torch.wav",4) SoundControler._effect[4].volume_db = -20 SoundControler._effect[4].connect("finished",self,"_sound_finished")