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- extends CharacterBody2D
- var ballIsActive = false
- var SPEED = 4000.0
- var direction
- var collision
- var collider
- var colliderID
- # Get the gravity from the project settings to be synced with RigidBody nodes.
- var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
- func _physics_process(delta):
- collision = move_and_collide(velocity * delta)
- #if ballIsActive == false:
- direction = (get_global_mouse_position() - self.global_position).normalized()
- if collision:
- collider = collision.get_collider_id()
- colliderID = instance_from_id(collider)
- velocity = velocity.bounce(collision.get_normal())
- if collider in [25551701228,25669141747,25400706257]:
- pass
- else:
- colliderID.queue_free()
- if Input.is_action_just_pressed("ui_accept"):
- #if ballIsActive:
- #pass
- #else:
- velocity = SPEED * 5 * delta * direction
- ballIsActive = true
- move_and_collide(velocity * delta)
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