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Generalize move_towards_mouse in move_towards

Also create move_towards_target
This commit is contained in:
Lorenzo Rossi 2024-04-14 18:20:08 +02:00
parent 6a14979de7
commit 8f46ff5022
4 changed files with 67 additions and 38 deletions

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@ -0,0 +1,44 @@
extends Node2D
class_name MoveTowards
signal move(movement: Vector2)
signal detached
signal captured
@export var speed: float = 100.0
@export var can_detach: bool = false
enum State { DETACHED, CAPTURED }
var state: State = State.DETACHED
func get_followed_global_position():
return Vector2.ZERO # OVERRIDE ME!
func get_followed_mouse_position():
var global_followed_position: Vector2 = get_followed_global_position()
var relative_followed_position: Vector2 = global_followed_position - global_position
return relative_followed_position
func _physics_process(delta: float) -> void:
match state:
State.CAPTURED:
var relative_followed_position: Vector2 = get_followed_mouse_position()
var direction: Vector2 = position.direction_to(relative_followed_position)
var actual_speed: float = min(delta * speed, relative_followed_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()

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@ -1,43 +1,8 @@
extends Node2D
extends MoveTowards
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()
func get_followed_global_position():
return game.camera.get_global_mouse_position()

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extends MoveTowards
class_name MoveTowardsTarget
@export var target: Node2D
func get_followed_global_position():
return target.global_position

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[gd_scene load_steps=3 format=3 uid="uid://c7b4v6h7a3dy6"]
[ext_resource type="Script" path="res://behaviours/move_towards_target.gd" id="1_703gy"]
[ext_resource type="PackedScene" uid="uid://cbg5kgwxusvxf" path="res://behaviours/hover_detector.tscn" id="2_nq6qb"]
[node name="MoveTowardsTarget" type="Node2D"]
script = ExtResource("1_703gy")
[node name="CaptureArea" parent="." instance=ExtResource("2_nq6qb")]
[connection signal="mouse_entered" from="CaptureArea" to="." method="_on_capture_area_mouse_entered"]
[connection signal="mouse_exited" from="CaptureArea" to="." method="_on_capture_area_mouse_exited"]