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navigation.gd
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extends Navigation2D
# Member variables
const SPEED = 200.0
var begin = Vector2()
var end = Vector2()
var path = []
export(NodePath) var targetPath
func _process(delta):
var ant = get_node(targetPath)
if path.size() > 1:
var to_walk = delta * SPEED
while to_walk > 0 and path.size() >= 2:
# Get from and to points
var pfrom = path[path.size() - 1]
var pto = path[path.size() - 2]
# Turn the ant to look where it is going
ant.look_at(pto)
# Get distance to next point
var distance = pfrom.distance_to(pto)
if distance <= to_walk:
path.remove(path.size() - 1)
to_walk -= distance
else:
path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk / distance)
to_walk = 0
var atpos = path[path.size() - 1]
ant.position = atpos
if path.size() < 2:
path = []
set_process(false)
else:
set_process(false)
func _update_path():
var simple_path = get_simple_path(begin, end, true)
path = Array(simple_path) # PoolVector2Array too complex to use, convert to regular array
path.invert()
set_process(true)
func _input(event):
# Mouse in viewport coordinates
if event is InputEventMouseButton:
print("Mouse Click/Unclick at: ", event.position)
if event is InputEventMouseButton and event.pressed and event.button_index == 1:
begin = $ant.position
# Mouse to local navigation coordinates
end = event.position - position
_update_path()