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extends RigidBody2D

signal change_power

export var spin_speed = -1
export var move_speed = 300

var start_position
var waiting_for_shoot = true
var power = 100
var spin_rotation = 0
var ready_to_shoot

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():
	var x_power = power * 5
	var y_power = power * -8
	apply_impulse(Vector2(10, 10), Vector2(x_power, y_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(spin_rotation, start_position)
		state.linear_velocity = Vector2()
		state.angular_velocity = 0

# Temporary testing controls
func _process(delta):
	if waiting_for_shoot:
		spin_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)
	if Input.is_action_pressed("ui_up"):
		if power < 200:
			power += 0.5
			emit_signal("change_power", power)
	if Input.is_action_pressed("ui_down"):
		if power > 10:
			power -= 0.5
			emit_signal("change_power", power)

func _input(event):
	if event.is_action_released("shoot"):
		if ready_to_shoot or !waiting_for_shoot:
			toggle_mode()

func _on_Area2D_mouse_entered():
	ready_to_shoot = true

func _on_Area2D_mouse_exited():
	ready_to_shoot = false