Don't code before bed
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@ -1,23 +1,44 @@
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extends CharacterBody2D
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const MAGNET_FORCE = 100
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const MAGNET_FORCE: int = 1000
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@export var acceleration: Vector2 = Vector2.ZERO
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func _ready():
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add_to_group("magnets")
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max_slides = 1
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func _physics_process(delta):
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var acceleration: Vector2 = Vector2()
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acceleration = Vector2()
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#calc direction
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#calc acceleration to other magnets
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for iter in get_tree().get_nodes_in_group("magnets"):
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if iter == self:
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continue
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acceleration += (iter.position - position).normalized() * MAGNET_FORCE
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var dir: Vector2 = (iter.position - position).normalized()
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var dist: float = (iter.position - position).length()
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acceleration += dir * (MAGNET_FORCE / dist)
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#if moving, rotate to face that direction
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if velocity >= Vector2.ONE:
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var dest: float = acceleration.angle() + TAU/4
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var change: float = dest - rotation
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var decimal: float = change - snapped(change, 1)
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print (change, " : ", 1 - decimal)
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#rotate faster when closer to 0
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rotate(lerp(0.0, change, 1 - decimal) * delta)
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#NOTE: this doesn't work the way I want it to ;_;
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#apply to velocity
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velocity += acceleration * delta
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var collided: bool = move_and_slide()
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#move and stop on collision
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var collided: bool = move_and_slide()
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if collided:
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velocity = Vector2.ZERO
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