properly handle angle in ball launch

This commit is contained in:
yuki 2025-11-15 01:18:00 -03:00
parent ab075045d5
commit 6c22f929b2

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@ -2,7 +2,7 @@ extends RigidBody2D
@onready var hurtbox: Area2D = $HurtArea2D
@export var launch_speed: float = 400
@export var launch_speed: float = 200
@export var speed_mult: float = 1.08
var is_hit: bool = false
@ -14,9 +14,9 @@ func _ready() -> void:
launch()
func launch(angle: float = 0) -> void:
func launch(angle: float = 0, min_speed: float = 150, max_speed: float = 250) -> void:
angle = randf_range(-PI/3, PI/3) + PI * float(randi()%2) if angle == 0 else angle
linear_velocity = Vector2(cos(angle), sin(angle)) * launch_speed
linear_velocity = Vector2(cos(angle), sin(angle)) * randf_range(min_speed, max_speed)
func _on_hit(hitbox: Area2D) -> void:
@ -26,7 +26,9 @@ func _on_hit(hitbox: Area2D) -> void:
print("ball not hit yet")
var player: Player = hitbox.get_parent()
var timer: Timer = player.hit_timer
launch()
var angle: float = randf_range(3*PI/4, PI/4) * (-1 if player.id == 1 else 1)
launch(angle)
print("ball hit")
if not timer.is_connected("timeout", _on_hit_end):
timer.connect("timeout", _on_hit_end)
EventBus.ball_hit.emit(player.id, linear_velocity)