extends Area2D class_name Cursor ## A [CharacterBody2D] syncing its position with the mouse on each physics timestep. signal dragged(node: Draggable) signal dropped(node: Draggable) @onready var game := MainGame.get_via_group(self) static func get_via_group(node: Node) -> MainGame: var result = node.get_tree().get_nodes_in_group("cursor") if result.is_empty(): return null return result[0] func find_closest_target() -> Draggable: var bodies = get_overlapping_bodies() var min_distance: float = INF var to_drag: Node = null for body in bodies: for target in body.find_children("*", "Draggable", true, false): var distance = position.distance_to(target.position) if distance < min_distance: min_distance = distance to_drag = target return to_drag func _physics_process(_delta: float) -> void: position += (game.camera.get_global_mouse_position() - global_position)