extends RigidBody2D export var spin_speed = -1 export var move_speed = 300 var start_position var is_dragging = false var waiting_for_shoot = true var power var power_magnitude = 10 var spin_rotation = 0 var ready_to_shoot var ready_to_hold func _ready(): start_position = position func toggle_mode(): if waiting_for_shoot: waiting_for_shoot = false shoot() else: # Adds offset of ball's rotation to sprite AFTER the entire object has rotated from physics. # Done to keep appearance of same rotation to add consistency when resetting the ball. $Sprite.rotation += rotation global_variables.has_scored = false waiting_for_shoot = true set_use_custom_integrator(waiting_for_shoot) func shoot(): apply_impulse(Vector2(10, 10), Vector2(power)) # Override the default physics when we want to manually set the position and rotation. func _integrate_forces(state): if waiting_for_shoot: state.transform = Transform2D(0, start_position) state.linear_velocity = Vector2() state.angular_velocity = 0 # Temporary testing controls func _process(delta): if waiting_for_shoot: $Sprite.rotation += spin_speed * delta $GhostSprite.rotation += spin_speed * delta if Input.is_action_pressed("ui_left"): start_position.x -= move_speed * delta if Input.is_action_pressed("ui_right"): start_position.x += move_speed * delta start_position.x = clamp(start_position.x, 0, 1024) func _input(event): if event.is_action_pressed("shoot") and ready_to_hold and waiting_for_shoot: $Sprite.position = event.position - start_position $GhostSprite.visible = true $GhostSprite.rotation = $Sprite.rotation is_dragging = true if is_dragging and event is InputEventMouseMotion: $Sprite.position = event.position - start_position if event.is_action_released("shoot"): if is_dragging and ready_to_shoot or !waiting_for_shoot: power = (start_position - event.position) * power_magnitude $Sprite.position = Vector2() is_dragging = false $GhostSprite.visible = false toggle_mode() func on_OuterShape_mouse_entered(): ready_to_shoot = true func _on_OuterShape_mouse_exited(): ready_to_shoot = false $Sprite.position = Vector2() is_dragging = false func _on_InnerShape_mouse_entered(): ready_to_hold = true func _on_InnerShape_mouse_exited(): ready_to_hold = false