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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:
		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
		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:
		$Sprite.position = event.position - start_position
		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
			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