ft: switch to click movement

This commit is contained in:
2026-03-07 14:33:22 +01:00
parent a59255d9d6
commit 01f1b52086
9 changed files with 50 additions and 19 deletions

View File

@@ -11,6 +11,7 @@ var extent: Rect2
# utils.
var rng = RandomNumberGenerator.new()
var eps: float = 1e-4
var legacy_movement: bool = false
# managers
var foodManager: FoodManager2D

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@@ -3,6 +3,7 @@ class_name FoodMolecular
@onready var collision: Area2D = $Collision
@onready var sprite: AnimatedSprite2D = $Collision/Sprite
@onready var player = get_tree().get_first_node_in_group("player") # FIXME: this is not v efficient; global resource? or at least per Stage.
func _ready() -> void:
sprite.play()
@@ -30,3 +31,10 @@ func apply_effect(consumer: Node2D) -> void:
if consumer.has_method("collect_resource"): # TODO: Define a "consumer" group instead?
consumer.collect_resource(val) # val is from parent (default 1), override if required
# TODO: *Some cool effect here*
# FIXME: position tracking inaccurate?
func _on_collision_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if player:
player.target = self.collision

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@@ -53,9 +53,6 @@ radius = 5.0
[node name="FoodMol" type="Node2D" unique_id=742430243]
script = ExtResource("1_0vfbj")
val = null
food_name = null
flow_carry_speed = null
metadata/_custom_type_script = "uid://cayxffay17o0u"
[node name="Collision" type="Area2D" parent="." unique_id=927700818]
@@ -78,3 +75,4 @@ script = ExtResource("3_8lhj0")
metadata/_custom_type_script = "uid://bvbc0n0pslq7p"
[connection signal="body_entered" from="Collision" to="." method="_on_body_entered"]
[connection signal="input_event" from="Collision" to="." method="_on_collision_input_event"]

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@@ -23,6 +23,7 @@ var healthPoints: int = 100
var isAlive: bool = true
@onready var invulnerable_cooldown_timer: Timer = $InvulnerableCooldownTimer
var hasiframes: bool = false # only used for iframe after collision for now
var target = Vector2.ZERO # either vector2 or Node2D
func _ready() -> void:
var screen_size = get_viewport_rect().size
@@ -35,30 +36,36 @@ func _ready() -> void:
sprite.play("default")
func _input(event):
# TODO: only does clicks/taps; accept mouse drags
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
target = get_global_mouse_position()
func _physics_process(delta):
var pos
if typeof(target) == TYPE_VECTOR2:
pos = target
elif "position" in target:
pos = target.position
else:
return
var dir: Vector2 = position.direction_to(pos)
if position.distance_to(pos) > 2:
self.desired_rotation = atan2(dir.y, dir.x)
move_and_collide(speed * dir * delta)
position = GameManager.get_boundaried_position(position)
func _process(delta):
if isAlive:
velocity = Vector2.ZERO
if Input.is_action_pressed("move_right"):
velocity.x += 1
if Input.is_action_pressed("move_left"):
velocity.x -= 1
if Input.is_action_pressed("move_down"):
velocity.y += 1
if Input.is_action_pressed("move_up"):
velocity.y -= 1
if Input.is_action_pressed("try_attack"):
try_attack()
if not velocity.is_zero_approx():
self.desired_rotation = atan2(velocity.y, velocity.x)
# smoothly rotate
if self.rotation != self.desired_rotation:
self.rotation = lerp_angle(self.rotation, self.desired_rotation, clampf(4 * delta, 0, 1))
move_and_collide(speed * velocity * delta)
position = GameManager.get_boundaried_position(position)
func try_attack() -> void:
if not can_attack:

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@@ -69,3 +69,9 @@ func _on_sight_body_entered(body: Node2D) -> void:
func _on_attack_cooldown_timer_timeout() -> void:
can_attack = true
func _on_collision_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if player:
player.target = self.collision

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@@ -101,6 +101,7 @@ metadata/_custom_type_script = "uid://dgfimmq53whll"
scale = Vector2(0.8, 0.8)
collision_layer = 4
collision_mask = 3
input_pickable = true
script = ExtResource("2_7qt2q")
[node name="Sprite" type="AnimatedSprite2D" parent="Collision" unique_id=410999609]
@@ -154,6 +155,7 @@ script = ExtResource("8_7qt2q")
wait_time = 0.5
one_shot = true
[connection signal="input_event" from="Collision" to="." method="_on_collision_input_event"]
[connection signal="body_entered" from="Collision/Sight" to="." method="_on_sight_body_entered"]
[connection signal="timeout" from="StateMachine/Idle/Timer" to="StateMachine/Idle" method="_on_timer_timeout"]
[connection signal="timeout" from="StateMachine/RandomMovement/Timer" to="StateMachine/RandomMovement" method="_on_timer_timeout"]

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@@ -42,3 +42,9 @@ func become_injured() -> void:
func _on_sight_body_entered(body: Node2D) -> void:
if body.is_in_group("predator") or (health < maxHealth and body.is_in_group("player")):
fsm.transition_to_next_state(fsm.States.FLEEING, {"threat": body})
func _on_collision_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if player:
player.target = self.collision

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@@ -59,6 +59,7 @@ maxHealth = 20
scale = Vector2(0.2, 0.2)
collision_layer = 2
collision_mask = 5
input_pickable = true
script = ExtResource("3_teu34")
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Collision" index="0" unique_id=1471691984]
@@ -109,6 +110,7 @@ script = ExtResource("12_ubfhk")
[node name="Timer" type="Timer" parent="StateMachine/Idle" index="0" unique_id=1050348256]
one_shot = true
[connection signal="input_event" from="Collision" to="." method="_on_collision_input_event"]
[connection signal="body_entered" from="Collision/Sight" to="." method="_on_sight_body_entered"]
[connection signal="timeout" from="StateMachine/RandomMovement/Timer" to="StateMachine/RandomMovement" method="_on_timer_timeout"]
[connection signal="timeout" from="StateMachine/Idle/Timer" to="StateMachine/Idle" method="_on_timer_timeout"]

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@@ -4,6 +4,7 @@ class_name NPC
@export var maxHealth: int = 0
@export var idle_sprite: String = "Healthy"
var health: int = maxHealth
@onready var player = get_tree().get_first_node_in_group("player")
signal died