Created
June 7, 2017 23:42
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extends Node2D | |
var resolution = 256 | |
var radius = 512 | |
var force = 80 | |
var force_falloff = 0.08 | |
func explode(): | |
var pos = get_global_pos() | |
var space = get_world_2d().get_direct_space_state() | |
for i in range( resolution ): | |
# get random vector at radius magnitude | |
var x = rand_range(-1, 1) | |
var y = rand_range(-1,1) | |
var blastv = Vector2(x,y).normalized() * radius | |
# cast ray along vector | |
var end = pos - blastv | |
var result = space.intersect_ray( pos, end) | |
# blast rigidbody colliders | |
if !result.empty(): | |
var col = result.collider | |
if col extends RigidBody2D: | |
var dis = (pos - result.position).length() | |
var f = force / (dis * force_falloff) | |
var forcev = blastv.normalized() * f | |
col.apply_impulse( result.position, forcev ) | |
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