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Also create move_towards_target
44 lines
1.1 KiB
GDScript
44 lines
1.1 KiB
GDScript
extends Node2D
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class_name MoveTowards
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signal move(movement: Vector2)
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signal detached
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signal captured
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@export var speed: float = 100.0
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@export var can_detach: bool = false
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enum State { DETACHED, CAPTURED }
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var state: State = State.DETACHED
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func get_followed_global_position():
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return Vector2.ZERO # OVERRIDE ME!
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func get_followed_mouse_position():
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var global_followed_position: Vector2 = get_followed_global_position()
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var relative_followed_position: Vector2 = global_followed_position - global_position
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return relative_followed_position
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func _physics_process(delta: float) -> void:
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match state:
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State.CAPTURED:
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var relative_followed_position: Vector2 = get_followed_mouse_position()
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var direction: Vector2 = position.direction_to(relative_followed_position)
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var actual_speed: float = min(delta * speed, relative_followed_position.length()) # Don't overshoot.
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var movement: Vector2 = direction * actual_speed
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move.emit(movement)
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func _on_capture_area_mouse_entered() -> void:
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state = State.CAPTURED
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captured.emit()
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func _on_capture_area_mouse_exited() -> void:
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if can_detach:
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state = State.DETACHED
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detached.emit()
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