extends CharacterBody2D @export var speed = 250.0 func _ready(): velocity = Vector2(speed, speed) func _physics_process(delta): if get_tree().paused: return if get_last_slide_collision(): var collision: KinematicCollision2D = get_last_slide_collision() if collision.get_collider() and collision.get_collider().is_in_group("bullet"): collision.get_collider().queue_free() elif collision.get_collider(): #print(collision.get_collider().name) hit(collision.get_collider()) velocity = velocity.bounce(clamp_to_1bit(collision.get_normal())) $CollisionFX.play() move_and_slide() func clamp_to_1bit(normal: Vector2): var normals = [Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1)] var closest_normal = normals[0] var max_dot_product = normal.dot(closest_normal) for i in range(1, normals.size()): var dot_product = normal.dot(normals[i]) if dot_product > max_dot_product: max_dot_product = dot_product closest_normal = normals[i] return closest_normal func hit(body): if body.is_in_group("destructible"): if body.has_method("destroy"): body.destroy() else: body.queue_free()