extends EntityGenerator const new_vector = Vector2.UP func activate() -> void: for i in get_tree().get_nodes_in_group("Players"): on_player_entered(i) func deactivate() -> void: for i in get_tree().get_nodes_in_group("Players"): on_player_exited(i) func on_player_entered(player: Player) -> void: if player.gravity_vector == new_vector: return player.gravity_vector = new_vector player.global_position.y -= 16 player.global_rotation = -player.gravity_vector.angle() + deg_to_rad(90) player.reset_physics_interpolation() func on_player_exited(player: Player) -> void: if player.gravity_vector == Vector2.DOWN: return player.gravity_vector = Vector2.DOWN player.global_position.y += 16 player.velocity.y *= 1.1 player.global_rotation = -player.gravity_vector.angle() + deg_to_rad(90) player.reset_physics_interpolation()