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extends RigidBody2D
export var spin_speed = -1
export var move_speed = 60
export var power_magnitude = 10
var start_position
var is_dragging = false
var waiting_for_shoot = true
var ready_to_shoot
var ready_to_hold
var power
var spin_rotation = 0
var has_exited
var exit_position
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(2, 2), 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, get_viewport_rect().size.x)
func _input(event):
if event.is_action_pressed("shoot") and ready_to_hold and waiting_for_shoot:
is_dragging = true
$GhostSprite.visible = true
$Sprite.position = event.position - start_position
$GhostSprite.rotation = $Sprite.rotation
if !has_exited and is_dragging and event is InputEventMouseMotion:
$Sprite.position = event.position - start_position
if event.is_action_released("shoot"):
if !waiting_for_shoot:
toggle_mode()
if is_dragging and ready_to_shoot:
is_dragging = false
$GhostSprite.visible = false
$Sprite.position = Vector2()
var basketball_position
if has_exited:
basketball_position = exit_position
else:
basketball_position = event.position
power = (start_position - basketball_position) * power_magnitude
toggle_mode()
func on_OuterShape_mouse_entered():
ready_to_shoot = true
has_exited = false
func _on_OuterShape_mouse_exited():
if is_dragging:
exit_position = get_global_mouse_position()
$Sprite.position = get_local_mouse_position()
has_exited = true
else:
ready_to_shoot = false
func _on_InnerShape_mouse_entered():
ready_to_hold = true
func _on_InnerShape_mouse_exited():
ready_to_hold = false
func position_changer():
if global_variables.score < 5:
start_position.x -= 20
start_position.x = clamp(start_position.x, 30, 123)
else:
start_position.x = rand_range(30, 123)
func _on_Hoop_score():
position_changer()
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