Arrow physics is finally tight. No more phasing through walls raycasting on every _physics_process tick catches tunneling before it happens. Arrows now stick exactly where the tip lands.
Three arrow types implemented:
Normal – white trail
Bouncy – reflects off surfaces, green trail
Fire – destroy some walls, red trail
Each has CPUParticles2D config and color-coded trail gradient.
What’s Next
Building out Button + Door system. Buttons trigger on arrow collision, doors respond to signals. Setting up Area2D detection and animation state machines.
Time to give players something to solve. :>
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