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()