Explosiveο
Inherits: Area2D < CollisionObject2D < Node2D < CanvasItem < Node < Object
A circular area which:
Applies an impulse to all PhysicsBody2D inside of it.
Applies damage to all Entity inside of it.
Self-destructs at the end.
Propertiesο
|
||
|
||
|
||
Methodsο
void |
explode() |
Property Descriptionsο
CollisionShape2D Collider = <unknown> π
A CollisionShape2D to use for calculating radius. This MUST have a CircleShape2D selected.
Node RootNode = <unknown> π
The Node to queuefree() after exploding
The default mass to be assumed for CharacterBody2Ds since they have no mass (excluding DynamicEntity).
The maximum amount of damage that can be applied on all victim Entity.
A curve to define how much damage is applied depending on the victimβs distance from the center of the Collider.
The maximum amount of impulse that can be applied on all PhysicsBody2D.
A curve to define how much impulse is applied depending on the victimβs distance from the center of the Collider.
Method Descriptionsο
void explode() π
The function which triggers the explosion.