extends KinematicBody2D export (int) var speed = 2000 var velocity = Vector2() var target = Vector2.ZERO #var player = load("") var shot = false; var screen_size func _ready(): screen_size = get_viewport_rect().size func _physics_process(delta): target = get_global_mouse_position() if(Input.is_action_pressed("click") && shot == false): velocity = global_position.direction_to(target) * speed shot = true velocity = move_and_slide(velocity) for i in get_slide_count(): var collision = get_slide_collision(i) if collision.collider: collision.collider.free() if velocity == Vector2(0.0, 0.0): queue_free() if position.x > screen_size.x or position.x < 0 or position.y > screen_size.y or position.y < 0: queue_free()