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Highlight collision, correct the size and make the arrow a bit less thick for low-res game
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@ -159,30 +159,7 @@ void RayCast2D::_notification(int p_what) {
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if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_collisions_hint()) {
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break;
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}
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Transform2D xf;
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xf.rotate(target_position.angle());
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xf.translate(Vector2(target_position.length(), 0));
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// Draw an arrow indicating where the RayCast is pointing to
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Color draw_col = get_tree()->get_debug_collisions_color();
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if (!enabled) {
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float g = draw_col.get_v();
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draw_col.r = g;
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draw_col.g = g;
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draw_col.b = g;
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}
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draw_line(Vector2(), target_position, draw_col, 2);
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Vector<Vector2> pts;
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float tsize = 8.0;
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pts.push_back(xf.xform(Vector2(tsize, 0)));
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pts.push_back(xf.xform(Vector2(0, Math_SQRT12 * tsize)));
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pts.push_back(xf.xform(Vector2(0, -Math_SQRT12 * tsize)));
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Vector<Color> cols;
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for (int i = 0; i < 3; i++) {
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cols.push_back(draw_col);
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}
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draw_primitive(pts, cols, Vector<Vector2>());
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_draw_debug_shape();
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} break;
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@ -212,7 +189,7 @@ void RayCast2D::_update_raycast_state() {
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}
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PhysicsDirectSpaceState2D::RayResult rr;
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bool prev_collision_state = collided;
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if (dss->intersect_ray(gt.get_origin(), gt.xform(to), rr, exclude, collision_mask, collide_with_bodies, collide_with_areas)) {
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collided = true;
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against = rr.collider_id;
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@ -224,6 +201,43 @@ void RayCast2D::_update_raycast_state() {
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against = ObjectID();
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against_shape = 0;
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}
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if (prev_collision_state != collided) {
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update();
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}
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}
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void RayCast2D::_draw_debug_shape() {
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float tsize = 6.0;
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bool draw_arrow = target_position.length() >= tsize;
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Color draw_col = collided ? Color(1.0, 0.01, 0) : get_tree()->get_debug_collisions_color();
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if (!enabled) {
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float g = draw_col.get_v();
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draw_col.r = g;
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draw_col.g = g;
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draw_col.b = g;
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}
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draw_line(Vector2(), target_position - Vector2(0, tsize * draw_arrow), draw_col, 1.4);
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// Draw an arrow indicating where the RayCast is pointing to
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if (draw_arrow) {
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Transform2D xf;
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xf.rotate(target_position.angle());
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xf.translate(Vector2(target_position.length() - tsize, 0));
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Vector<Vector2> pts;
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pts.push_back(xf.xform(Vector2(tsize, 0)));
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pts.push_back(xf.xform(Vector2(0, 0.5 * tsize)));
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pts.push_back(xf.xform(Vector2(0, -0.5 * tsize)));
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Vector<Color> cols;
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for (int i = 0; i < 3; i++) {
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cols.push_back(draw_col);
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}
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draw_primitive(pts, cols, Vector<Vector2>());
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}
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}
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void RayCast2D::force_raycast_update() {
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@ -51,6 +51,8 @@ class RayCast2D : public Node2D {
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bool collide_with_areas = false;
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bool collide_with_bodies = true;
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void _draw_debug_shape();
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protected:
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void _notification(int p_what);
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void _update_raycast_state();
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