extends BulletBase @onready var trail: GPUParticles2D = $"%trail" @onready var track: Node2D = $"%track" var readyTime: float = 1000 func spawn(): trail.emitting = false func ai(): if timeLived() < readyTime: rotation = launcher.position.angle_to_point(launcher.currentFocusedBoss.position) else: PresetBulletAI.forward(self, rotation) speed += 1 trail.emitting = true track.visible = false