extends Node2D class_name Combatant @export var spellbook: Spellbook @onready var renderer: AnimatedSprite2D = $AnimatedSprite2D @onready var particleSystem: GPUParticles2D = $chargingParticles @export var maxHealth: float = 10 @export var health: float = maxHealth @export var player: bool = false var casting = false # Called when the node enters the scene tree for the first time. func _ready(): renderer.animation_finished.connect(animationFinished) spellbook.initCooldowns() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if !player: _aiControlled() func _aiControlled(): pass func alterHealth(damage: float, stun: bool): health -= damage if stun: casting = false renderer.play("hit") func enableParticles(strength: float): particleSystem.emitting = true func animationFinished(): renderer.play("idle")