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- func shoot():
- var _projectile = projectile.instance()
- get_tree().get_root().add_child(_projectile)
- if !sprite.flip_h:
- _projectile.direction = 1
- _projectile.position = position + Vector2( 8, 2) # Projectile spawn position
- movementVelocity.x = -movementSpeed * 2 # Knockback
- else:
- _projectile.position = position + Vector2(-8, 2) # Projectile spawn position
- movementVelocity.x = movementSpeed * 2 # Knockback
- sprite.scale = Vector2(0.75, 1.25)
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