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hella-farm/behaviours/move_towards_mouse.gd

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GDScript3
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extends Node2D
class_name MoveTowardsMouse
signal move(movement: Vector2)
signal detached
signal captured
@export var speed: float = 100.0
@export var can_detach: bool = false
@onready var game := MainGame.get_ancestor(self)
enum State { DETACHED, CAPTURED }
var state: State = State.DETACHED
func get_relative_mouse_position():
var global_mouse_position: Vector2 = game.camera.get_global_mouse_position()
var relative_mouse_position: Vector2 = global_mouse_position - global_position
return relative_mouse_position
func _physics_process(delta: float) -> void:
match state:
State.CAPTURED:
var relative_mouse_position: Vector2 = get_relative_mouse_position()
var direction: Vector2 = position.direction_to(relative_mouse_position)
var actual_speed: float = min(delta * speed, relative_mouse_position.length()) # Don't overshoot.
var movement: Vector2 = direction * actual_speed
move.emit(movement)
func _on_capture_area_mouse_entered() -> void:
state = State.CAPTURED
captured.emit()
func _on_capture_area_mouse_exited() -> void:
if can_detach:
state = State.DETACHED
detached.emit()