extends Area2D @export var cubeHeight = 364 @export var cursor_path: NodePath @onready var cursor = get_node(cursor_path) @onready var mesh_instance: MeshInstance2D = $MeshInstance2D @onready var line = $Vector/Line2D @onready var shape: CollisionShape2D = $HitBox @onready var red_line = $Vector/CursorVector @onready var green_line = $Vector/Top @onready var pink_line = $Vector/Mid var cube_top_center: Vector2 var CorrectHit = false var TopScore = 0 var MidScore = 0 var BotScore = 0 @onready var area_direction @onready var body_direction var sliced = false func _ready(): pass func _on_area_entered(area: Area2D) -> void: if area.name != "Cursor": return area_direction = -area.global_transform.y.normalized() body_direction = -self.global_transform.y.normalized() var local_pos = to_local(area.global_position) var side_offset = local_pos.y var alignment = area_direction.dot(body_direction) if abs(side_offset) < 15: print("Hit near center Slice Side offset:", round(side_offset) ," ", alignment) elif side_offset < 0: print("Hit to the LEFT Side, offset:", side_offset, " ", alignment) else: print("Hit to the RIGHT Side, offset:", side_offset, " ", alignment) if alignment > 0.8: print("Consider Good Cut") func get_closest_point_on_line(line_origin: Vector2, line_dir: Vector2, point: Vector2) -> Vector2: # Projects point onto the infinite line defined by (line_origin, line_dir) var v = point - line_origin var d = v.dot(line_dir) return line_origin + line_dir * d