extends Area2D # TODO: Have like 1 in 4 different sprites (and maybe shapes) the comet can be signal exploded (new_size: SIZE, current_position: Vector2) enum SIZE {SMALL, MEDIUM, LARGE} @export var current_size : SIZE = SIZE.LARGE var size_data = { SIZE.SMALL : {"Scale": 0.5, "Speed-Multi": 1.5}, SIZE.MEDIUM : {"Scale": 1.0, "Speed-Multi": 1.0}, SIZE.LARGE : {"Scale": 2.5, "Speed-Multi": 0.5} } var movement_speed : int var movement_speed_min : int = 50 var movement_speed_max : int = 250 var movement_direciton := Vector2.UP var rotation_speed : int var rotaion_direction : int func _ready() -> void: movement_speed = randi_range(movement_speed_min, movement_speed_max) movement_speed *= size_data[current_size]["Speed-Multi"] rotaion_direction = randi_range(0, 1) if rotaion_direction < 1: rotaion_direction = -1 rotation_speed = randi_range(50, 150) rotate(randi_range(0, 360)) self.scale *= size_data[current_size]["Scale"] func _physics_process(delta: float) -> void: $CollisionPolygon2D.rotate(deg_to_rad(rotaion_direction * rotation_speed * delta)) $Sprite2D.rotate(deg_to_rad(rotaion_direction * rotation_speed * delta)) position += movement_direciton.rotated(rotation) * movement_speed * delta # Screen Wrap var viewport_size := get_viewport_rect().size position.x = wrap(position.x, 0, viewport_size.x) position.y = wrap(position.y, 0,viewport_size.y) func _on_body_entered(body: Node2D) -> void: if body.is_in_group("ship"): body.crash() func _on_area_entered(area: Area2D) -> void: if area.is_in_group("bullet"): area.queue_free() $AnimationPlayer.play("explode") func explode() -> void: exploded.emit(current_size - 1, global_position) queue_free()