extends Area2D @export var wind_force := 30 func _ready() -> void: await get_tree().create_timer(0.1, false).timeout get_parent().move_child(self, 0) func _physics_process(delta: float) -> void: for i in get_overlapping_areas(): if i.owner is Player: if i.owner.spring_bouncing == false and i.owner.is_on_wall() == false and i.owner.state_machine.state.name == "Normal": i.owner.global_position.x += wind_force * delta var active := get_overlapping_areas().any(func(area: Area2D) -> bool: return area.owner is Player) $CanvasLayer/Control/Particles.emitting = active if active and $SFX.is_playing() == false: $SFX.play() elif not active: $SFX.stop()