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. @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: # 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 ## 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: 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 ## 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() ## Queue free all overlapping bodies. func area_queue_free() -> void: mass_queue_free(is_overlapping_with)