godot_rl_DownFall / scripts /falling_tile.gd
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extends Node3D
var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
var velocity = Vector3(0, 0, 0)
var falling = false
var original_position
func _ready():
original_position = position
func _physics_process(delta):
if falling:
velocity.y += -gravity * delta * 2.0
position += velocity * delta
func _on_fall_timer_timeout():
falling = true
$FallResetTimer.start()
func _on_fall_reset_timer_timeout():
falling = false
velocity = Vector3(0, 0, 0)
position = original_position
$BlueMesh.visible = true
$RedMesh.visible = false
func _on_area_3d_body_entered(_body:Node3D):
if falling:
return
if $FallTimer.is_stopped():
$FallTimer.start()
$BlueMesh.visible = false
$RedMesh.visible = true