diff --git a/_subsections/sec03/lesson-07.org b/_subsections/sec03/lesson-07.org
index 0d15722..e8c5a38 100644
--- a/_subsections/sec03/lesson-07.org
+++ b/_subsections/sec03/lesson-07.org
@@ -1,21 +1,24 @@
#+HTML_HEAD:
#+HTML_HEAD:
-#+title: Section 03 - Lesson 07 | Moving the Gem
+#+title: Section 03 - Lesson 07, 09 | Moving/ Removing the Gem
* Links
- [[../../toc.org][TOC - Godot Notes]]
-- [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/45070467#announcements][S03:L14.07 - Moving the Gem]]
+- [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/45070467#announcements][S03:L15.07 - Moving the Gem]]
+- [[https://www.udemy.com/course/jumpstart-to-2d-game-development-godot-4-for-beginners/learn/lecture/45070471#announcements][S03:L15.09 - Removing the Gem]]
* Notes
+** Moving the Gem
+
we use scripting to extend node functionality
-** get the gem to fall
+*** get the gem to fall
- we need to get the Gem/Area2D node to fall
- if we had the sprite fall, the collision2D node would stay where it was
-*** add a script to the root node
+**** add a script to the root node
- click on the attach new script button in the scene pane
-
#+ATTR_HTML: :width 200px
@@ -23,7 +26,7 @@ we use scripting to extend node functionality
- one script per node is the limit
- you get access to all the children nodes inside the scene.
-*** attach node script dialogue
+**** attach node script dialogue
- Template is generally Node: Default
- some object types provide other templates with different boiler plate code
@@ -32,7 +35,7 @@ we use scripting to extend node functionality
#+ATTR_HTML: :width 200px
[[file:../../../_share/media/img/albert/script_icon.png]]
-*** detaching script from node
+**** detaching script from node
- sometimes you don't want a certain script attached to a node
- for testing purposes to prevent a script from doing something
- you want a different script, etc.
@@ -40,12 +43,12 @@ we use scripting to extend node functionality
- if a script is attached, then when you select the node the "script attach button" will change from a green plus to a red x
- press the button and detach it
-** life cycle of a node
-*** functions
+*** life cycle of a node
+**** functions
- _ready()
- _process(delta:float)
-*** tree build by stages
+**** tree build by stages
1. initialization stage
- creation
- function: _init_()
@@ -58,7 +61,7 @@ we use scripting to extend node functionality
- node and children ready
- function: _read()
-*** how it is built
+**** how it is built
- every node is given an id before it gets a name
- all init functions will be called before any other stage for any other node is invoked
@@ -70,7 +73,7 @@ we use scripting to extend node functionality
- therefore the children of the node will be set up before the parent
- ready will be called for the children first
-*** process functions
+**** process functions
- invoked on all nodes
- every frame
@@ -87,9 +90,21 @@ we use scripting to extend node functionality
- called in main loop
- regular interval
-** adding code to move gem down
+*** adding code to move gem down
- increase the y position
- all node parameters can be found in inspector (including inherited)
- position.y = position.y + speed * delta
- speed can be anything
- we multiply by delta to normalize it compared to the time of the previous frame
+
+** Removing the Gem
+*** basic idea
+- use the viewport rect
+- find the height of the rect
+- when the y position of the gem is outside the bounds remove it
+
+*** implementation
+- use get_viewport_rect to get the w,h
+- check if position.y > rect.size.y
+- use queue_free function to remove this from the queue
+- set process to stop being called via set_process