extends Sprite2D @onready var hurt_component: HurtComponent = $HurtComponent @onready var damage_component: DamageComponent = $DamageComponent var stone_scene = preload("res://scenes/objects/rocks/stone.tscn") func _ready() -> void: hurt_component.hurt.connect(on_hurt) damage_component.max_damaged_reached.connect(on_max_damage_reached) func on_hurt(hit_damage: int) -> void: await get_tree().create_timer(0.33).timeout damage_component.apply_damage(hit_damage) material.set_shader_parameter("shake_intensity", 0.3) await get_tree().create_timer(0.5).timeout material.set_shader_parameter("shake_intensity", 0.0) func on_max_damage_reached() -> void: call_deferred("add_stone_scene") await get_tree().create_timer(0.33).timeout queue_free() func add_stone_scene() -> void: await get_tree().create_timer(0.33).timeout var stone_instance = stone_scene.instantiate() as Node2D stone_instance.global_position = global_position get_parent().add_child(stone_instance)