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GDScript Helper for Flipping Physics Objects - Godot 3
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| extends Object | |
| var flip_h = false | |
| var flip_v = false | |
| var node = null | |
| func _init(node): | |
| self.node = node | |
| func get_flip_h(): | |
| return flip_h | |
| func set_flip_h(enable): | |
| if enable == flip_h: | |
| return | |
| flip_h = enable | |
| h_flip_children() | |
| func get_flip_v(): | |
| return flip_v | |
| func set_flip_v(enable): | |
| if enable == flip_v: | |
| return | |
| flip_v = enable | |
| v_flip_children() | |
| func h_flip_children(): | |
| for n in node.get_children(): | |
| if not (n is Node2D): | |
| continue | |
| if n is CollisionShape2D or n is CollisionObject2D: | |
| n.rotation = -2.0 * n.rotation | |
| else: | |
| if flip_h: | |
| n.scale = Vector2(-1, 1) | |
| else: | |
| n.scale = Vector2(1, 1) | |
| var pos = n.position | |
| n.translate(Vector2(-2.0 * pos.x, 0.0)) | |
| func v_flip_children(): | |
| for n in node.get_children(): | |
| if not (n is Node2D): | |
| continue | |
| if n is CollisionShape2D or n is CollisionObject2D: | |
| n.rotation = -2.0 * n.rotation | |
| else: | |
| if flip_h: | |
| n.scale = Vector2(1, -1) | |
| else: | |
| n.scale = Vector2(1, 1) | |
| var pos = n.position | |
| n.translate(Vector2(0.0, -2.0 * pos.y)) |
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| extends KinematicBody2D | |
| const FLIP_HELPERS = preload("res://scripts/flip_helpers.gd") | |
| func _ready() | |
| flip_helpers = FLIP_HELPERS.new(self) | |
| # Invoking | |
| func do_a_flip_h(do_flip): | |
| flip_helpers.set_flip_h(do_flip) | |
| func do_a_flip_v(do_flip): | |
| flip_helpers.set_flip_v(do_flip) |
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