level now detects (in a very rudimentary way, by checking every frame) whether all blocks have been broken
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+8
-19
@@ -3,18 +3,18 @@ extends CharacterBody2D
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@export var speed: float = 5
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@export var strength: int = 1
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const _speed_mult: float = 20
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var _direction: Vector2 = Vector2(-1.0, -0.5)
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var _velocity: Vector2
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const _speed_mult: float = 5000
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var _direction: Vector2
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var _velocity: Vector2
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var deg: float
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func _ready():
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_velocity.x = 400#speed * _speed_mult * _direction.x * delta
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_velocity.y = 450#speed * _speed_mult * _direction.y * delta
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_direction = Vector2.UP.rotated(deg_to_rad(randf_range(0.0, 360.0)))
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func _physics_process(delta):
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_velocity.x = speed * _speed_mult * _direction.x * delta
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_velocity.y = speed * _speed_mult * _direction.y * delta
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var collide = move_and_collide(_velocity * delta)
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if collide:
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@@ -23,22 +23,11 @@ func _physics_process(delta):
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_invert_x()
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if (deg >= 135 and deg < 225) or deg < 45 or deg >= 315:
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_invert_y()
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print(collide.get_collider())
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if collide.get_collider().get_parent() is Block:
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print(true)
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collide.get_collider().get_parent().take_damage(strength)
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func _invert_x():
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_velocity.x *= -1
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_direction.x *= -1
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func _invert_y():
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_velocity.y *= -1
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func has_collided():
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pass
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#if $Raycasts/North.is_colliding() or $Raycasts/South.is_colliding():
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#_invert_y()
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#print("y")
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#if $Raycasts/West.is_colliding() or $Raycasts/East.is_colliding():
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#_invert_x()
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#print("x")
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_direction.y *= -1
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@@ -1,55 +1,15 @@
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[gd_scene load_steps=8 format=3 uid="uid://sl3jbnopo0yh"]
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[gd_scene load_steps=4 format=3 uid="uid://sl3jbnopo0yh"]
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[ext_resource type="PackedScene" uid="uid://d2r0ip6xy3a2" path="res://balls/ball.tscn" id="1_ffml1"]
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[ext_resource type="Texture2D" uid="uid://cxi0fqy5sajh5" path="res://balls/basic/basic.webp" id="2_4dnuc"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_isusp"]
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size = Vector2(50, 50)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_qicwc"]
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size = Vector2(46, 2)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_ugdte"]
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size = Vector2(46, 2)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_2tu06"]
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size = Vector2(2, 46)
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_0vqpn"]
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size = Vector2(2, 46)
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[sub_resource type="CircleShape2D" id="CircleShape2D_gj21y"]
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radius = 25.0
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[node name="Ball" instance=ExtResource("1_ffml1")]
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collision_mask = 14
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="0"]
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shape = SubResource("RectangleShape2D_isusp")
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shape = SubResource("CircleShape2D_gj21y")
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[node name="Sprite2D" type="Sprite2D" parent="." index="1"]
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texture = ExtResource("2_4dnuc")
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[node name="Raycasts" type="Node2D" parent="." index="2"]
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visible = false
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[node name="North" type="ShapeCast2D" parent="Raycasts" index="0"]
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shape = SubResource("RectangleShape2D_qicwc")
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target_position = Vector2(0, -25)
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collision_mask = 10
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collide_with_areas = true
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[node name="South" type="ShapeCast2D" parent="Raycasts" index="1"]
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shape = SubResource("RectangleShape2D_ugdte")
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target_position = Vector2(0, 25)
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collision_mask = 10
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collide_with_areas = true
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[node name="West" type="ShapeCast2D" parent="Raycasts" index="2"]
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shape = SubResource("RectangleShape2D_2tu06")
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target_position = Vector2(-25, 0)
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collision_mask = 10
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collide_with_areas = true
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[node name="East" type="ShapeCast2D" parent="Raycasts" index="3"]
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shape = SubResource("RectangleShape2D_0vqpn")
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target_position = Vector2(25, 0)
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collision_mask = 10
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collide_with_areas = true
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