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Asked By | Czselu349 |
Hello! I am developing a game in wich you’ll have a sword. The plan is that you can rotate the sword around (kinda like in “Nuclear Throne” but with a sword) Your damage would be highly affected by the speed of the sword you’re wielding. The question is how to actually calculate the speed?? Simply calculating the magnitude isn’t enough because i use two nodes to rotate the weapon around.
Here’s a pic:
Here Is my code That i Use currently:
extends Position2D
onready var speed = 0
onready var distance = self.position.distance_to( get_parent().get_parent().position )
onready var pre_distance = distance
func _physics_process(delta):
distance = self.global_position.distance_to(
get_parent().get_parent().global_position)
speed = abs(pre_distance - distance)
# Update prev_magnitude per every 0.005 seconds
func _on_Timer_timeout():
pre_distance = distance
I know that it is terrible code. It’s not even global, as you can see I made it, so it’s relative to the parent. I am only learning so don’t judge me. XD
Ps: Thanks for the answer.
Image is too small to actually read anything.
Did you try get_linear_velocity()
? Is your sword Rigidbody?
blockchan | 2020-05-08 22:27
No, it’s a Area2D attached to a position2D, But I’ll probably make the position2D into a kinematic body, because I want the sword to be throwable.
Czselu349 | 2020-05-15 06:40