2024-04-16 20:29:45 -04:00
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extends CharacterBody2D
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@export var speed = 250.0
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func _ready():
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velocity = Vector2(speed, speed)
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func _physics_process(delta):
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2024-04-17 15:00:20 -04:00
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if get_tree().paused:
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return
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2024-04-16 20:29:45 -04:00
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if get_last_slide_collision():
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var collision: KinematicCollision2D = get_last_slide_collision()
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2024-04-24 14:57:29 -04:00
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if collision.get_collider() and collision.get_collider().is_in_group("bullet"):
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2024-04-19 07:56:52 -04:00
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collision.get_collider().queue_free()
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2024-04-19 17:59:19 -04:00
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elif collision.get_collider():
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2024-04-24 14:57:29 -04:00
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#print(collision.get_collider().name)
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2024-04-16 20:29:45 -04:00
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hit(collision.get_collider())
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2024-04-19 17:59:19 -04:00
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velocity = velocity.bounce(clamp_to_1bit(collision.get_normal()))
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2024-04-16 20:29:45 -04:00
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move_and_slide()
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func clamp_to_1bit(normal: Vector2):
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var normals = [Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1)]
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var closest_normal = normals[0]
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var max_dot_product = normal.dot(closest_normal)
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for i in range(1, normals.size()):
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var dot_product = normal.dot(normals[i])
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if dot_product > max_dot_product:
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max_dot_product = dot_product
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closest_normal = normals[i]
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return closest_normal
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func hit(body):
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if body.is_in_group("destructible"):
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if body.has_method("destroy"):
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body.destroy()
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else:
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body.queue_free()
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