extends Node2D @export var particle: PackedScene = null var velocity := Vector2(0, -300) var can_spawn_particles := true func _ready() -> void: Global.coins += 1 Global.score += 200 AudioManager.play_sfx("coin", global_position) func _physics_process(delta: float) -> void: if get_node_or_null("Sprite") != null: global_position += velocity * delta velocity.y += (15 / delta) * delta func vanish() -> void: if can_spawn_particles: summon_particle() $Sprite.queue_free() else: queue_free() func summon_particle() -> void: var node = particle.instantiate() node.finished.connect(queue_free) add_child(node)