class_name Balle extends CharacterBody2D @export var mouvement_initial: Vector2 = Vector2(0.0, 600.0) var _mouvement: Vector2 func _ready() -> void: _mouvement = mouvement_initial func _physics_process(delta: float) -> void: var impact: KinematicCollision2D = move_and_collide(_mouvement * delta) if impact != null: _rebondir(impact) var obstacle: Object = impact.get_collider() if obstacle is Raquette: _orienter_tir(obstacle) func _rebondir(impact: KinematicCollision2D) -> void: _mouvement = _mouvement.bounce(impact.get_normal()) func _orienter_tir(raquette: Raquette) -> void: var difference = position.x - raquette.position.x _mouvement.x += difference