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extends StaticBody2D
@export_enum("up", "down", "left", "right") var fall_direction: String
@onready var map: TileMap = get_parent().get_parent().get_node("TileMap")
func _ready():
add_to_group("breakables")
var collision_area = Utilities.Collision.Area.new(self, $CollisionShape2D, false)
collision_area.connect("collided", Callable(self, "_collide"))
add_child(collision_area)
func hit_by_explosion():
var direction = Vector2(0, 0)
if fall_direction == "up":
position.y -= 5
direction = Vector2(0, -1)
elif fall_direction == "down":
rotate(deg_to_rad(180))
position.y += 5
direction = Vector2(0, 1)
elif fall_direction == "left":
rotate(deg_to_rad(-90))
position.x -= 5
direction = Vector2(-1, 0)
elif fall_direction == "right":
rotate(deg_to_rad(90))
position.x += 5
direction = Vector2(1, 0)
for r in range(3):
var vec = map.local_to_map(self.position + direction*16*r)
map.set_cell(
0,
vec,
6,
map.get_cell_atlas_coords(0, vec),
map.get_cell_alternative_tile(0, vec)
)
$Edges.process_mode = Node.PROCESS_MODE_INHERIT
$CollisionShape2D.disabled = true
$SpriteStanding.visible = false
$SpriteFallen.visible = true
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