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- class_name BlockHitter
- extends Node
- @export var hitbox: Area2D = null
- @export var can_break_bricks := false
- @export var enabled := true:
- set(value):
- enabled = value
- set_physics_process(value)
- signal block_hit(block: Block)
- func _ready() -> void:
- hitbox.set_collision_mask_value(3, true)
- func _physics_process(_delta: float) -> void:
- for i in hitbox.get_overlapping_bodies():
- if i is Block and i.global_position.y < owner.global_position.y:
- i.shell_block_hit.emit(self)
- block_hit.emit(i)
- if i is BrickBlock:
- if i.item == null:
- i.destroy()
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