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- class_name Ball
- extends RigidBody2D
- signal kace_broken
- var grid:TileMap
- func _integrate_forces(state : Physics2DDirectBodyState):
- for i in range(state.get_contact_count()):
- var contact_pos = state.get_contact_local_position(i)
- var tile_pos = grid.world_to_map(contact_pos)
- var cell = grid.get_cellv(tile_pos)
- if cell != TileMap.INVALID_CELL and cell == 0:
- grid.set_cellv(tile_pos, -1)
- emit_signal("kace_broken")
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