class_name Droplet extends RigidBody2D # bounce mode seems to settle with a consistent surface, but is erratic # stick mode seems to make sand castles, but is very calm enum Mode { BOUNCE, STICK } const mode: Mode = Mode.BOUNCE func _ready(): var mat = PhysicsMaterial.new() mat.bounce = .1 if mode == Mode.BOUNCE else 0 mat.friction = 0.0 physics_material_override = mat # setup body entered signal, seems to also matter for STICK mode contact_monitor = true max_contacts_reported = 10 body_entered.connect(_on_body_entered) func _physics_process(delta): pass func _integrate_forces(state): if mode == Mode.STICK: var v = state.linear_velocity var contacts = state.get_contact_count() for i in range(contacts): var body = state.get_contact_collider_object(i) var normal = state.get_contact_local_normal(i) var self_damp = .9 var other_damp = 1 - self_damp v = v.bounce(normal) * self_damp state.linear_velocity = v # self bounce if body is RigidBody2D: # other body body.apply_central_impulse(normal * v.length() * (other_damp/contacts)) func _on_body_entered(body): if mode == Mode.BOUNCE: # trying to elicit stronger response from rigidBody that was struck # ends up being kind of erratic # at damp_factor .75: settles laterally, but erratic past half-full # at damp_factor of .5, it's pretty calm, but then can't overfill (expected?) var vel = get_linear_velocity() const damp_factor = 0.7 var normal = (body.global_position - global_position).normalized() # reflect velocity across collision direction var bounced = vel.bounce(normal) # reflection set_linear_velocity(bounced * damp_factor) if body is RigidBody2D: body.apply_central_impulse(-bounced * damp_factor)