Files
turnbasedstrategygame/Scenes/Main/player.gd

53 lines
1.5 KiB
GDScript

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