extends AnimationBase @export var explodeDur: float = 0.2 @onready var ballofayr: AnimatedSprite2D = $AnimatedSprite2D @onready var particles: GPUParticles2D = $GPUParticles2D var exploding: bool = false var timer: float = 0 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if (exploding): timer += delta if timer > explodeDur: self.queue_free() func die() -> void: particles.position = ballofayr.position ballofayr.hide() particles.emitting = true exploding = true timer = 0