You have a huge amount of different ways to do it. But in all of those, the info of where the bouncer is "pointing to" has to exist somewhere.
For example, if you have only one bouncer scene that you then rotate when you put it in the world, you can go to the scene and add a "pointer" Node2d as a child in the apropiate position, and then you just say that the direction is equal to the pointer position normalised.
Another example, instead of rotating them, you could have an export var that says "right", "left", etc... and then the var direction checks this and takes the apropiate value (and also rotates the sprite acordingly).
Somewhere in the procces you have to tell the engine where the bouncer is pointing at, wether visually or in code.
It seems you are not really puting in the effort of trying to figure it out