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Returning the ink: The Fill-Matching mechanic #1323
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Well done StoryWeaver, you have collected enough ink for new songs and stories. Everyone will rejoice.
The fill-matching is an action game mechanic in which the player has to repel projectiles and redirect them to their corresponding barrels. The barrels have a certain amount of completion. When a projectile enters the corresponding barrel, the amount is incremented. Complete all barrels to win the game.
TODO: Write a tutorial here describing the components of the fill-matching mechanic: barrel, projectile, throwing enemy, repel action.
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Replies: 2 comments 2 replies
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Currently, when only one barrel is completed, the player wins. Is there a variable for the amount of completed barrels needed for the win?
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Currently, when only one barrel is completed, the player wins. Is there a variable for the amount of completed barrels needed for the win?
Yes! Select the FillGameLogic node. Then in the Inspector, check the "Barrels to Win" property and set it to the amount you want.
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Hi! is it possible to damage the enemy using its own ink instead of filling barrels? or i must make something like attaching the barrel to the enemy while its moving in order to simulate a "take damage" interaction
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@TheWeebCrafter10010 hi! In your projectile scene, activate "Can Hit Enemy". This will make the projectile collide with layer 8 "enemies hitbox".
Screenshot From 2026年06月18日 07-50-00You should add an Area2D to your enemy as your hitbox using layer 8 "enemies hitbox" as collision layer and 9 "repellable" as mask layer.
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