the enemies when they appear are where they have appeared, in addition, the command to remove the enemies does not work.

:information_source: Attention Topic was automatically imported from the old Question2Answer platform.
:bust_in_silhouette: Asked By bazoka33

Player script:
extends Area2D

export (int) var Speed

var Movement = Vector2 ()

var limit
hit signal

func _ready ():
hide()

limit = get_viewport_rect (). size

happen

func _process (delta):

Movement = Vector2 ()

If Input.is_action_pressed (“ui_right”):

Movement.x + = 1

If Input.is_action_pressed (“ui_left”):

Movement.x - = 1

If Input.is_action_pressed (“ui_down”):

Movement.y + = 1

If Input.is_action_pressed (“ui_up”):

Movement.y - = 1

if Move.length ()> 0:

Movement = Movement.normalized () * Speed

position + = delta * movement

position.x = clamp (position.x, 0, limit.x)

position.y = clamp (position.y, 0, limit.y)

yes Movement.x! = 0:

$ AnimatedSprite.animation = “side”

$ AnimatedSprite.flip_h = Movement.x <0

$ AnimatedSprite.flip_v = false

elif Movement.y! = 0:

$ AnimatedSprite.animation = “back”

$ AnimatedSprite.flip_v = Movement.y> 0

plus:

$ AnimatedSprite.animation = “front”

func _on_Player_body_entered (body):

hide()
emit_signal (“hit”)

$ CollisionShape2D.disabled = true

happen
start func (pos):

position = pos

to show()

$ CollisionShape2D.disabled = false;
Enemies script:

extends RigidBody2D

export (int) var v_min

export (int) var v_max

var tipo_abeja = [“abeja”, “mosca”]

func _ready():

$AnimatedSprite.animation = tipo_abeja[randi() % tipo_abeja.size()]

func _on_Visibilidad_screen_exited():

queue_free() #eliminar abeja

World script:
extends Node
export (PackedScene) var Abeja
var Score

func _ready():
randomize()

func nuevo_juego():
Score = 0
$Player.inicio($PosicionDeInicio.position) #posicion de inicio del Player
$InicioTimer.start()
$Interfaz.mostrar_mensaje(“Listo!”)
$Interfaz.update_score(Score)

func game_over():
$ScoreTimer.stop()
$AbejaTimer.stop()
$Interfaz.game_over()

func _on_InicioTimer_timeout():
$AbejaTimer.start()
$ScoreTimer.start()

func _on_ScoreTimer_timeout():

Score += 1
$Interfaz.update_score(Score)

func _on_AbejaTimer_timeout():
$Camino/AbejaPosicion.set_offset(randi())

var A = Abeja.instance()
add_child(A)

var d = $Camino/AbejaPosicion.rotation

A.position = $Camino/AbejaPosicion.position

d += rand_range(0.78539816, 0.78539816)
A.rotation = d
A.set_linear_velocity(Vector2(rand_range(A.v_min, A.v_max), 0).rotated(d))