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