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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
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