The_Dark_Side_of_Earth/traps/morning_star.gd

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GDScript3
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extends Trap
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@onready var ball : Area2D = $Area2D
var anglespeed = 0.3
var player_damage = 1
var enemy_damage = 10
func _ready() -> void:
rotate(randf() * TAU)
anglespeed = anglespeed * (2 * randi_range(0,1) - 1)
func _physics_process(delta: float) -> void:
rotate(anglespeed * delta * TAU)
for target in ball.get_overlapping_areas():
damage_target(target)
for target in ball.get_overlapping_bodies():
damage_target(target)
func damage_target(target: CollisionObject2D):
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var dir = (ball.global_position - target.global_position).normalized()
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if(target.get_collision_layer_value(3)):
target.hurt(player_damage, dir)
else:
target.hurt(enemy_damage, 2.5*dir)