godot/demos/2d/navpoly/navigation.gd

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GDScript3
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extends Navigation2D
# Member variables
const SPEED = 200.0
var begin = Vector2()
var end = Vector2()
var path = []
func _process(delta):
if (path.size() > 1):
var to_walk = delta*SPEED
while(to_walk > 0 and path.size() >= 2):
var pfrom = path[path.size() - 1]
var pto = path[path.size() - 2]
var d = pfrom.distance_to(pto)
if (d <= to_walk):
path.remove(path.size() - 1)
to_walk -= d
else:
path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d)
to_walk = 0
var atpos = path[path.size() - 1]
get_node("agent").set_pos(atpos)
if (path.size() < 2):
path = []
set_process(false)
else:
set_process(false)
func _update_path():
var p = get_simple_path(begin, end, true)
path = Array(p) # Vector2array too complex to use, convert to regular array
path.invert()
set_process(true)
func _input(event):
if (event.type == InputEvent.MOUSE_BUTTON and event.pressed and event.button_index == 1):
begin = get_node("agent").get_pos()
# Mouse to local navigation coordinates
end = event.pos - get_pos()
_update_path()
func _ready():
set_process_input(true)