extends Node2D class_name Character export var base_max_health : int = 20 export (int, 1, 5) var level : int = 1 setget level_change var health var map_position : Vector2 = Vector2.ZERO onready var target_position : Vector2 = position var moving : bool = false func level_change(new_level): # when leveing up restore health health = base_max_health * pow(level, 1.5) func _physics_process(delta): # If the 2 positions are close enough, then not moving moving = false if target_position.round() == position.round() else true if not moving: return #TODO: Replace with tween magic position += (target_position - position)/2.5 func take_damage(damage): health -= damage if health <= 0: die() func die(): #Animation here queue_free()