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swear-jar/interface/ghost/overlap_freer.gd

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GDScript3
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extends Node
class_name OverlapFreer
## Layers to consider when checking overlap with [PhysicBody2D].
@export_flags_2d_physics var overlap_mask: int
## Whether [TileMap]s should be considered in collisions or not.
##
## Their [collision_layer]s are always ignored.
@export var overlap_with_tilemap: bool = false
## Color to restore modulation on objects that wouldn't be deleted anymore.
@export var valid_color: Color = Color.WHITE
## Color to modulate objects that would be deleted if [area_queue_free] was called right now.
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@export var invalid_color: Color = Color.MAROON
var is_overlapping_with: Array[Node2D] = []:
get:
return is_overlapping_with
set(value):
for body in is_overlapping_with:
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# Make sure to not re-modulate coins which have been collected
if is_instance_valid(body):
body.modulate = valid_color
for body in value:
body.modulate = invalid_color
is_overlapping_with = value
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## The [Area2D] this script should act on.
@onready var target: Area2D = get_parent()
## Get all bodies overlapping the [target].
func update_is_overlapping_with() -> void:
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var bodies: Array[Node2D] = []
for body in target.get_overlapping_bodies():
if body is TileMap:
if overlap_with_tilemap:
bodies.append(body)
elif body is PhysicsBody2D:
if body.collision_layer & overlap_mask:
bodies.append(body)
is_overlapping_with = bodies
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## Emitted when a body is about to be [queue_free]d by [area_queue_free].
signal queueing_free(body: Node2D)
## Queue free the passed nodes.
func mass_queue_free(nodes: Array[Node2D]):
for node in nodes:
queueing_free.emit(node)
node.queue_free()
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## Queue free all overlapping bodies.
func area_queue_free() -> void:
mass_queue_free(is_overlapping_with)