extends Node2D @onready var spineboy = $SpineSprite @onready var center_bone = $SpineSprite/HoverboardCenterBone @onready var center_ray = $SpineSprite/HoverboardCenterBone/CenterRay @onready var target_bone = $SpineSprite/HoverboardTargetBone @onready var target_ray = $SpineSprite/HoverboardTargetBone/TargetRay @onready var hip_bone = $SpineSprite/HipBone var center_hip_distance = 0 func _ready(): spineboy.get_animation_state().set_animation("hoverboard", true, 0) spineboy.update_skeleton(0); center_hip_distance = hip_bone.global_position.y - center_bone.global_position.y func _physics_process(delta): if target_ray.is_colliding(): target_bone.global_position.y = target_ray.get_collision_point().y - 30 if center_ray.is_colliding(): center_bone.global_position.y = center_ray.get_collision_point().y - 30 if abs(hip_bone.global_position.y - center_bone.global_position.y) - abs(center_hip_distance) < 20: hip_bone.global_position.y = center_bone.global_position.y + center_hip_distance spineboy.global_position.x += delta * 150;