class_name BlockHitter extends Node @export var hitbox: Area2D = null @export var can_break_bricks := false @export var enabled := true: set(value): enabled = value set_physics_process(value) signal block_hit(block: Block) func _ready() -> void: hitbox.set_collision_mask_value(3, true) func _physics_process(_delta: float) -> void: for i in hitbox.get_overlapping_bodies(): if i is Block and i.global_position.y < owner.global_position.y: i.shell_block_hit.emit(self) block_hit.emit(i) if i is BrickBlock: if i.item == null: i.destroy()