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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
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