83 lines
2.3 KiB
GDScript
83 lines
2.3 KiB
GDScript
extends Node2D
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signal scene_finished
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signal scene_failed
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var character = null setget new_character
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var movement_queue = []
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var character_original_position : Vector2 = Vector2.ZERO
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var character_movement_range = 5
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func new_character(chara):
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# don't allow non-character characters
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if not chara.is_in_group("OnMap"):
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return
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# clear the movement queue upon a change in character
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movement_queue = []
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# set the character's map postiton
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chara.map_position = $TileMap.world_to_map(chara.position)
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chara.target_position = $TileMap.map_to_world(chara.map_position)
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chara.target_position += $TileMap.cell_size/2
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# set the original_position
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character_original_position = chara.map_position
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character = chara
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func character_movement_input():
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if Input.is_action_just_pressed("ui_up"):
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movement_queue.append(Vector2.UP)
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if Input.is_action_just_pressed("ui_down"):
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movement_queue.append(Vector2.DOWN)
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if Input.is_action_just_pressed("ui_left"):
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movement_queue.append(Vector2.LEFT)
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if Input.is_action_just_pressed("ui_right"):
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movement_queue.append(Vector2.RIGHT)
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if Input.is_action_just_pressed("ui_accept"):
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emit_signal("scene_finished")
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func character_movement():
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#remove uneeded inputs from the queue
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for i in len(movement_queue) - 1:
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#remove if adjacent values are opposites
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if (movement_queue[i].x * movement_queue[i+1].x == -1 or
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movement_queue[i].y * movement_queue[i+1].y == -1):
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movement_queue[i] = Vector2.ZERO
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movement_queue[i+1] = Vector2.ZERO
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#remove null values
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for i in len(movement_queue):
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if movement_queue.find(Vector2.ZERO) != -1:
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movement_queue.remove(movement_queue.find(Vector2.ZERO))
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if len(movement_queue) == 0:
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return
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if not character.moving:
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var total_distance = character.map_position + movement_queue[0]
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total_distance -= character_original_position
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#if the character is moving too far, cancel movement and empty queue
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if total_distance.length() > character_movement_range:
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movement_queue = []
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return
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#move the character once space in the queue if not moving
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character.map_position += movement_queue.pop_front()
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character.target_position = $TileMap.map_to_world(character.map_position)
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character.target_position += $TileMap.cell_size/2
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func _physics_process(_delta):
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character_movement()
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character_movement_input()
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