New version of player. Working together with the AStarGrid
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52
Scenes/Main/player.gd
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52
Scenes/Main/player.gd
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extends CharacterBody2D
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@export var SPEED = 400.0
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var grid: AStarGrid2D
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var currentCell: Vector2i
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var currentPoint: int
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var moving: bool:
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set(v):
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moving = v; $PathPrev.visible = not moving; set_physics_process(moving)
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var targetCell: Vector2i
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var movePts: Array
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func _ready(): moving = false
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func setup(_grid: AStarGrid2D):
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grid = _grid
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currentCell = pos_to_cell(global_position)
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targetCell = currentCell
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func pos_to_cell(pos: Vector2):
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return pos / grid.cell_size
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func _input(event: InputEvent) -> void:
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if moving: return
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if event is InputEventMouseButton:
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if event.pressed and event.button_index == MOUSE_BUTTON_LEFT: startMove()
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elif event is InputEventMouseMotion:
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var target = Vector2i(pos_to_cell(event.position))
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if target != targetCell:
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movePts = grid.get_point_path(currentCell, target)
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movePts = (movePts as Array).map(func (point): return point + grid.cell_size/2.0)
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$PathPrev.points = movePts
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targetCell = target
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func startMove():
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if movePts.is_empty(): return
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currentPoint = 0; moving = true
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func _physics_process(delta: float) -> void:
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if currentPoint == movePts.size() - 1:
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velocity = Vector2.ZERO
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global_position = movePts[-1]
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currentCell = pos_to_cell(global_position)
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$PathPrev.points = []; moving = false
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else:
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var direction = (movePts[currentPoint+1] - movePts[currentPoint]).normalized()
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velocity = direction * SPEED
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move_and_slide()
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if (movePts[currentPoint+1] - global_position).length() < 4:
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currentCell = pos_to_cell(global_position)
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currentPoint += 1
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1
Scenes/Main/player.gd.uid
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1
Scenes/Main/player.gd.uid
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@@ -0,0 +1 @@
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uid://dm40sxvvnbdrn
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