extends EntityBase class_name Rooster func _ready(): super._ready() func ai(): texture.play("walk") var direction = Vector2( Input.get_axis("m_left", "m_right"), Input.get_axis("m_up", "m_down") ) move(direction) if direction.length() == 0: texture.play("idle") if Input.is_action_pressed("attack"): tryAttack(0) if Input.is_action_just_pressed("sprint"): trySprint() func attack(type): if type == 0: var weaponPos = findWeaponAnchor("normal") BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, weaponPos, (get_global_mouse_position() - weaponPos).angle()) func sprint(): move(Vector2( Input.get_axis("m_left", "m_right"), Input.get_axis("m_up", "m_down") ) * sprintMultiplier, true)