#Prevent bullets disappearing when enemy dies

2 messages · Page 1 of 1 (latest)

magic kiln
#

enemy code


var bullet_scene = preload("res://scene/enemy_bullet.tscn")
@onready var player = get_node("/root/main/Player")


func _physics_process(delta):
    var direction = global_position.direction_to(player.global_position)
    velocity = direction * 150
    move_and_slide()
    
        
func _on_timer_timeout():
    emit_signal("spawn_projectile", global_position)
    
    print(global_position)
    
func take_damage():
    queue_free() ```
#

and the ProjectileManager code


signal spawn_projectile
var enemypos

#@onready var enemy = preload("res://scene/enemy_bullet.tscn")
@onready var bullet_scene = preload("res://scene/enemy_bullet.tscn")

func _process(delta):
    pass

func splash_fire(enemypos):
    var bullet = [null,null,null,null,null,null,null,null,null,null]
    for i in range(bullet.size()):
        var angle = 36
        bullet[i] = bullet_scene.instantiate()
        bullet[i].direction = Vector2.RIGHT.rotated(deg_to_rad(angle) * i)
        bullet[i].enemypos.global_position = global_position
        %ProjectileManager.add_child(bullet[i])

func _on_spawn_projectile(global_position):
    enemypos = get_global_position()
    splash_fire(enemypos)```