pegchamp/Ball/Trajectory.gd

28 lines
629 B
GDScript

extends RigidBody2D
export var shotspeed = 200
func _on_Kill_Timer_timeout():
queue_free()
func _ready():
var direction = get_local_mouse_position().normalized()
var speed = position.distance_to(get_global_mouse_position())
speed *= shotspeed / 100
speed = clamp(speed, 0, 200)
apply_central_impulse(speed * direction)
func _physics_process(_delta):
if (get_colliding_bodies()):
queue_free()
func _process(_delta):
if (Input.is_action_just_released("shoot")):
queue_free()
func bounce_of(collider):
if (collider.has_method("bouncy")):
apply_central_impulse(linear_velocity.normalized() * shotspeed / 5)