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36 lines
1.3 KiB
GDScript3
36 lines
1.3 KiB
GDScript3
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extends CharacterBody2D
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class_name BetterCharacterBody2D
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## Emitted the first time [method better_move_and_collide] collides with something in a frame.
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signal collided_once(collision: KinematicCollision2D)
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## Emitted all times [method better_move_and_collide] collides with something in a frame.
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signal collided(collision: KinematicCollision2D)
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@export var physics_max_bounces: int = 3
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func better_move_and_collide(movement: Vector2):
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# How many times the body collided in the current physics step.
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var bounces: int = 0
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# While the body should still move some space, and it isn't stuck in a perpetual loop of bouncing...
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while movement.length() > 0.0 and bounces < physics_max_bounces:
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# Try to move!
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var collision: KinematicCollision2D = move_and_collide(movement)
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# If the body did not collide and performed its full movement, we're done!
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if not collision:
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break
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# Let's try to handle the collision properly
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bounces += 1
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# Emit the signals
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collided.emit(collision)
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if bounces == 1:
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collided_once.emit(collision)
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# Determine the normal of the collision (the direction the body should be pushed back in)
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var collision_normal = collision.get_normal()
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# Change the velocity adequately
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velocity = velocity.bounce(collision_normal)
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# Reflect the remaining movement
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movement = collision.get_remainder().bounce(collision_normal)
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