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CoddyTech

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 icon

Challenge

Medium

In 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
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