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38 lines
1.1 KiB
GDScript
38 lines
1.1 KiB
GDScript
extends RigidBody2D
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var thrust = Vector2(0, 450)
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var torque = 20000
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var shipoverlaps
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var footoverlaps
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func _ready():
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#pass
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set_process(true)
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set_contact_monitor(true)
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set_max_contacts_reported(3)
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get_node("Skull").hide()
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func _integrate_forces(state):
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if Input.is_action_pressed("thrust"):
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set_applied_force(state.get_total_gravity() - thrust.rotated(get_rot()))
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get_node("Particles2D").show()
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elif Input.is_action_pressed("revthrust"):
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set_applied_force(state.get_total_gravity() + thrust.rotated(get_rot()))
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get_node("Particles2D").hide()
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else:
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set_applied_force(state.get_total_gravity() + Vector2())
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get_node("Particles2D").hide()
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var t = Input.is_action_pressed("bear_right") - Input.is_action_pressed("bear_left")
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set_applied_torque(torque * t)
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func _process(delta):
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shipoverlaps = get_node("ShipArea").get_overlapping_bodies()
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footoverlaps = get_node("FootArea").get_overlapping_bodies()
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if (shipoverlaps.size() > 1):
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get_node("Skull").show()
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else:
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get_node("Skull").hide()
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for i in footoverlaps:
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if(i.get_name() == "Moon"):
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get_node("Skull").show() |