# Fireball spawns a lot higher than where my player is

Attention Topic was automatically imported from the old Question2Answer platform.
``````extends Actor
``````

export var stomp_impulse = 2000.0

func _on_EnemyDetector_area_entered(area: Area2D) → void:
_velocity = calculate_stomp_velocity(_velocity, stomp_impulse)

func _on_EnemyDetector_body_entered(body: PhysicsBody2D) → void:
queue_free()

func _physics_process(delta):
var is_jump_interrupted: = Input.is_action_just_released(“jump”) and _velocity.y < 0.0
var direction: = get_direction()
_velocity = calculate_move_velocity(_velocity, direction, speed, is_jump_interrupted)
_velocity = move_and_slide(_velocity, FLOOR_NORMAL)

``````if Input.is_action_just_pressed("ui_focus_next"):
var fireball = FIREBALL.instance()
fireball.position = \$Position2D.global_position
``````

func get_direction() → Vector2:
return Vector2(
Input.get_action_strength(“move_right”) - Input.get_action_strength(“move_left”),
-1.0 if Input.is_action_just_pressed(“jump”) and is_on_floor() else 0.0
)

func calculate_move_velocity(
linear_velocity: Vector2,
direction: Vector2,
speed: Vector2,
is_jump_interrupted: bool
) → Vector2:
var out: = linear_velocity
out.x = speed.x * direction.x
out.y += gravity * get_physics_process_delta_time()
if direction.y == -1.0:
out.y = speed.y * direction.y
if is_jump_interrupted:
out.y = 0.0
return out

func calculate_stomp_velocity(linear_velocity: Vector2, impulse: float) → Vector2:
var out: = linear_velocity
out.y = -impulse
return out

func _on_EnemyDetector_body_shape_entered(body_id: int, body: PhysicsBody2D, body_shape: int, area_shape: int) → void:
Is `Position2D` positioned correctly? I’d advise to use `fireball.set_global_position()` before calling `add_child()`, also `Actor` isn’t a node type and would cause an error saying `unknown class`