extends RigidBody2D export var max_distance = 64 export var max_tangential_accel = 32 export var max_travel_time = 2.0 export var push_force = 128 var body_radius = 0 var mouse_position = Vector2.ZERO var mouse_down = false var push = false var traveling = 0; # Called when the node enters the scene tree for the first time. func _ready(): set_process(true) set_physics_process(true) set_process_input(true) body_radius = $CollisionShape2D.shape.radius func _input(event): if event is InputEventMouseMotion: mouse_position = event.position if Input.is_action_just_pressed("ButtonA"): mouse_down = true elif Input.is_action_just_released("ButtonA"): mouse_down = false push = true func _physics_process(delta): if mouse_down: return # We don't follow the mouse or move the squiq when mouse is down. var distance = clamp(mouse_position.x - position.x, -max_distance, max_distance) var dpercent = abs(distance / max_distance) if push: push = false traveling = max_travel_time var v_direction = (position - mouse_position).normalized() apply_central_impulse(v_direction * dpercent * push_force) elif traveling > 0: traveling -= delta else: if abs(distance) > body_radius: $Particles.process_material.tangential_accel = dpercent * max_tangential_accel; apply_central_impulse(Vector2(distance * delta, 0)) else: $Particles.process_material.tangential_accel = 0 func _process(delta): update() func _draw(): if mouse_down: var distance = min(position.distance_to(mouse_position), max_distance) var v_direction = (position - mouse_position).normalized().rotated(-rotation) var v_start = v_direction * body_radius var v_end = v_direction * distance var v_tipA = v_end - (v_direction.rotated(deg2rad(30)) * min(distance, 16)) var v_tipB = v_end - (v_direction.rotated(-deg2rad(30)) * min(distance, 16)) var c_line = Color(0.25, 1.0, 0.0) draw_line(v_start, v_end, c_line) draw_line(v_end, v_tipA, c_line) draw_line(v_end, v_tipB, c_line)