extends RigidBody2D var health = 1000 var boost = 100 var time_since_last_collision = 1 var camera_shake_power = 0 var boosting = false func _process(delta: float) -> void: modulate.g = health / 1000.0 modulate.b = health / 1000.0 $Camera.offset.x = randi_range(-camera_shake_power, camera_shake_power) $Camera.offset.y = randi_range(-camera_shake_power, camera_shake_power) if boosting: if Input.is_action_pressed("boost"): boost -= delta * 40 if camera_shake_power < 2: camera_shake_power = 2 if boost <= 0: boost = 0 boosting = false $BoostFinish.play() else: boosting = false $BoostFinish.play() else: boost += delta * 25 if boost > 100: boost = 100 $Boost.stop() if Input.is_action_just_pressed("boost") and (boost > 33): boosting = true $Boost.play() if camera_shake_power > 0: camera_shake_power -= delta * 20 if camera_shake_power < 0: camera_shake_power = 0 if time_since_last_collision <= 1: time_since_last_collision += delta func _physics_process(delta: float) -> void: var axis = Input.get_axis("turn_left", "turn_right") var movement_axis = Input.get_axis("forward", "backward") angular_velocity = deg_to_rad(180 * axis) var final_speed = 512 if boosting: movement_axis = -1 final_speed = 1024 # Slow down on collision and gradually speed up if time_since_last_collision < 0.85: final_speed *= (time_since_last_collision + 0.15) var new_velocity = transform.y * movement_axis * final_speed if (new_velocity.length() > linear_velocity.length() - 12): linear_velocity = new_velocity func _on_hitbox_body_shape_entered(body_rid: RID, body: Node2D, body_shape_index: int, local_shape_index: int) -> void: if body.linear_velocity.length() + linear_velocity.length() > 256: health -= 100 camera_shake_power = 4 $Collision.play() time_since_last_collision = 0