mirror of
https://github.com/Steffo99/hella-farm.git
synced 2024-11-23 00:24:21 +00:00
46 lines
1.2 KiB
GDScript
46 lines
1.2 KiB
GDScript
extends Node2D
|
|
class_name MoveTowardsMouse
|
|
|
|
|
|
signal move(movement: Vector2)
|
|
signal detached
|
|
signal captured
|
|
|
|
@onready var game := MainGame.get_ancestor(self)
|
|
|
|
@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 game.camera.get_global_mouse_position()
|
|
|
|
|
|
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()
|
|
|