Shoot the Rocks
Part of the Projects section of Coddy's Godot journey. Lesson 15 of 33.
A rock is an Area2D and a bullet is a body, so body_entered tells the rock when a bullet hits it. Every bullet is in the group bullets.
func _on_body_entered(body):
if body.is_in_group("bullets"):
body.queue_free()
burst()
queue_free()Remove the bullet too. Otherwise it flies on and breaks the rock behind. burst() is already in rock.gd. It throws a puff of dust where the rock was. Call it before queue_free().
Challenge
MediumIn rock.gd, connect body_entered in _ready. When a body in the group bullets touches the rock, remove the bullet, call burst() and remove the rock.
Try it yourself
extends Area2D
var velocity = Vector2.ZERO
func _physics_process(delta):
position += velocity * delta
rotation += 0.5 * delta
if position.x < -30:
position.x += 700
if position.x > 670:
position.x -= 700
if position.y < -30:
position.y += 420
if position.y > 390:
position.y -= 420
# Bursts into dust where the rock is. Call it when the rock breaks.
func burst():
var dust = CPUParticles2D.new()
dust.position = position
dust.one_shot = true
dust.explosiveness = 1.0
dust.amount = 20
dust.lifetime = 0.7
dust.spread = 180.0
dust.gravity = Vector2.ZERO
dust.initial_velocity_min = 30.0
dust.initial_velocity_max = 120.0 * scale.x
dust.scale_amount_min = 2.0
dust.scale_amount_max = 5.0
dust.color = Color(0.75, 0.82, 0.95)
dust.finished.connect(dust.queue_free)
get_parent().add_child(dust)
dust.emitting = true
This lesson includes a short quiz. Start the lesson to answer it and track your progress.
All lessons in Projects
2Project: Asteroid Shooter
Turn the ShipFire the EnginePractice on your own: Godot playground