class_name BombProjectile extends ExplosiveProjectile var max_bounces: int = 1 var bounces: int = 0 func _ready() -> void: apply_central_impulse(direction.normalized() * force) #print(direction.length()) #print(force) if owner_id == 0: max_bounces = 0 func _on_body_entered(_body: Node) -> void: bounces += 1 var collided_body: bool = get_colliding_bodies()[0].get_collision_layer_value(3) if bounces > max_bounces or collided_body: explode()