hero-mark-2/objects/player/arrow_projectile.gd

31 lines
931 B
GDScript

extends Node2D
onready var cull_edge = Vector2(5 * scale.x,0) #Edge to check culling, if this edge is offscreen, delete the arrow
onready var player = get_parent().get_node("Player")
onready var initial_sector = Game.get_sector(player.global_position)
func _ready():
#Flip depending on player facing
scale.x = player.sprite.scale.x
func _physics_process(delta):
#Move in flip direction
position.x += 4 * scale.x
#Delete when offscreen
if Game.get_sector(global_position + cull_edge) != initial_sector:
queue_free()
func _exit_tree():
# make sure particles node sticks around until particles decay
var particles = $DustParticles
remove_child(particles)
particles.global_position = global_position
particles.emitting = false
get_parent().add_child(particles)
particles.get_node("DeathTimer").start()
#Wall Collision
func _on_Area2D_body_entered(body):
if body is TileMap or body is StaticBody2D:
queue_free()