## A enemy! Kill it! extends Hittable class_name Enemy signal died ## Maximum health @export var max_health: int = 1 ## Current health @onready var health := max_health: set(value): health = clamp(value, 0, max_health) if health == 0: died.emit() # ~~voodoo magic makes this signal connect to die()~~ die() # the voodoo magic broke ;-; func hit(damage: int) -> void: health -= damage func die() -> void: Utils.instance_scene_on_main(preload("res://fx/enemy_death.tscn"), global_position) SoundManager.play("death", -20) queue_free()