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hella-farm/extensions/better_character_body_2d.gd

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GDScript

extends CharacterBody2D
class_name BetterCharacterBody2D
## Emitted the first time [method better_move_and_collide] collides with something in a frame.
signal collided_once(collision: KinematicCollision2D)
## Emitted all times [method better_move_and_collide] collides with something in a frame.
signal collided(collision: KinematicCollision2D)
@export var physics_max_bounces: int = 3
func better_move_and_collide(movement: Vector2):
# How many times the body collided in the current physics step.
var bounces: int = 0
# While the body should still move some space, and it isn't stuck in a perpetual loop of bouncing...
while movement.length() > 0.0 and bounces < physics_max_bounces:
# Try to move!
var collision: KinematicCollision2D = move_and_collide(movement)
# If the body did not collide and performed its full movement, we're done!
if not collision:
break
# Let's try to handle the collision properly
bounces += 1
# Emit the signals
collided.emit(collision)
if bounces == 1:
collided_once.emit(collision)
# Determine the normal of the collision (the direction the body should be pushed back in)
var collision_normal = collision.get_normal()
# Change the velocity adequately
velocity = velocity.bounce(collision_normal)
# Reflect the remaining movement
movement = collision.get_remainder().bounce(collision_normal)