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-rw-r--r--Scenes/Entities/Bombs/Bomb.gd16
1 files changed, 10 insertions, 6 deletions
diff --git a/Scenes/Entities/Bombs/Bomb.gd b/Scenes/Entities/Bombs/Bomb.gd
index 4256fc5..97fbf4f 100644
--- a/Scenes/Entities/Bombs/Bomb.gd
+++ b/Scenes/Entities/Bombs/Bomb.gd
@@ -16,7 +16,7 @@ enum COMPONENT_TYPE {
}
-var Explosion = preload("res://Scenes/Entities/Bombs/Explosion.tscn")
+var ExplosionScene = preload("res://Scenes/Entities/Bombs/Explosion.tscn")
var power: int = 2
var components: Array[COMPONENT_TYPE] = []
@@ -60,17 +60,21 @@ func explode():
var direction = directions[j]
for i in range(self.get_power()):
+ var from = Utilities.from_grid_to_position(
+ Utilities.from_position_to_grid(self.global_position) + (direction * i)
+ )
var to = Utilities.from_grid_to_position(
Utilities.from_position_to_grid(self.global_position) + (direction * (i + 1))
)
- var query = PhysicsPointQueryParameters2D.new()
- query.set_position(to)
+ var query = PhysicsRayQueryParameters2D.new()
+ query.set_from(from)
+ query.set_to(to)
query.set_collision_mask(explosion.collision_mask)
- var explosion_intersection = get_world_2d().direct_space_state.intersect_point(query)
+ var explosion_intersection = get_world_2d().direct_space_state.intersect_ray(query)
if explosion_intersection:
- var collider = explosion_intersection[0].collider
+ var collider = explosion_intersection.collider
# call collision function and get collision type
var collision_type
@@ -120,7 +124,7 @@ func get_power():
func spawn_explosion(spawn_position: Vector2):
- var explosion = Explosion.instantiate()
+ var explosion = ExplosionScene.instantiate()
explosion.position = spawn_position
get_tree().get_current_scene().add_child(explosion)