extends Area2D signal destroyed @export var speed: float = 140.0 @export var acceleration: float = 260.0 @export var rotation_speed: float = 6.0 @export var max_hp: int = 3 var velocity: Vector2 = Vector2.ZERO var hp: int @onready var fleet: Node2D = get_node("../Fleet") func _ready() -> void: hp = max_hp add_to_group("enemies") queue_redraw() func _physics_process(delta: float) -> void: var target_pos: Vector2 = _nearest_ship_position() var to_target: Vector2 = target_pos - position if to_target.length() > 1.0: var desired_velocity: Vector2 = to_target.normalized() * speed velocity = velocity.move_toward(desired_velocity, acceleration * delta) position += velocity * delta if velocity.length() > 5.0: var target_angle: float = velocity.angle() + PI / 2.0 rotation = lerp_angle(rotation, target_angle, rotation_speed * delta) func _nearest_ship_position() -> Vector2: if fleet.ships.is_empty(): return position var nearest: Node2D = fleet.ships[0] var best_dist: float = position.distance_to(nearest.position) for ship in fleet.ships: var d: float = position.distance_to(ship.position) if d < best_dist: best_dist = d nearest = ship return nearest.position func take_damage(amount: int) -> void: hp -= amount if hp <= 0: EnemyExplosionVFX.spawn(get_tree().root, position) destroyed.emit() queue_free() func _draw() -> void: var points: PackedVector2Array = PackedVector2Array([ Vector2(0, -16), Vector2(12, 0), Vector2(0, 16), Vector2(-12, 0) ]) # Constant glow - see Ship.gd. Nothing animates, so no per-frame redraw. NeonDraw.draw_glowing_polygon(self, points, Color(1.0, 0.15, 0.2), 1.0)