class_name Hammer extends Node2D var velocity := Vector2(0, -200) var direction := -1 func _ready() -> void: $Sprite.flip_h = direction == 1 $Animations.speed_scale = -direction velocity.x = 120 * direction if Settings.file.audio.extra_sfx == 1: AudioManager.play_sfx("hammer_throw", global_position) func _physics_process(delta: float) -> void: global_position += velocity * delta velocity.y += (Global.entity_gravity / delta) * delta velocity.y = clamp(velocity.y, -INF, Global.entity_max_fall_speed) func flag_die() -> void: queue_free() func on_area_entered(area: Area2D) -> void: if area.owner is Player: area.owner.damage()