# Move horizontally self.x += self.speed # Calculate sine wave for floating effect self.t += self.float_speed self.y = self.start_y + math.sin(self.t) * self.float_height Analtherapyxxx 24 01 15 Renee Rose Let Me Help Best Official
# --- Configuration --- @export var float_speed: float = 2.0 # How fast it bobs up and down @export var float_height: float = 20.0 # How high/low it goes from start pos @export var move_speed: float = 100.0 # How fast it flies horizontally @export var points_value: int = 100 History Of The Arab Philip K. Hitti Pdf - 3.79.94.248
func collect_ring(): if not is_active: return is_active = false # --- VISUAL FEEDBACK --- # Ideally, play a "ping" sound here: $SoundPlayer.play() # Ideally, spawn particles here print("P1 collected ring! Points: ", points_value) # Placeholder for visual collection logic # You could tween the scale to 0 here, but for now we just hide it hide() # Stop the ring from moving/processing logic set_process(false) $CollisionShape2D.set_deferred("disabled", true) # Queue free is okay for simple demos, but object pooling is better # queue_free()
# --- Internal Variables --- var start_y: float var time_passed: float = 0.0 var is_active: bool = true
func _ready(): # Store the starting Y position to calculate the wave from start_y = global_position.y # Connect the signal for detection body_entered.connect(_on_body_entered) # Add this to a group if you want to manage all rings from a manager add_to_group("rings")
func _process(delta): if not is_active: return # 1. Horizontal Movement (Flying from left to right, or right to left) # Change 'move_speed' to negative if you want it to fly left global_position.x += move_speed * delta # 2. Vertical Sine Wave (Floating effect) time_passed += delta var offset = sin(time_passed * float_speed) * float_height global_position.y = start_y + offset