extends AnimatableBody2D var active := false @onready var starting_position := global_position func _physics_process(delta: float) -> void: if active: global_position.x += 48 * delta func on_player_entered(player: Player) -> void: if player.velocity.y > -player.FALL_GRAVITY: active = true func reset() -> void: global_position = starting_position reset_physics_interpolation() active = false