extends Node class_name Damageable @export var health = 3 @export var hitback_velocity: float = 500 var active = true signal die signal got_hit func set_active(new_active: bool): active = new_active func damage(value: int = 0, direction: Vector2 = Vector2.UP): if not active: return got_hit.emit() if hitback_velocity > 0: get_parent().velocity = hitback_velocity * direction health -= value if health <= 0: die.emit()