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| 1 | +# SPDX-FileCopyrightText: The Threadbare Authors |
| 2 | +# SPDX-License-Identifier: MPL-2.0 |
| 3 | +@tool |
| 4 | +class_name GuardMovementOld |
| 5 | +extends Node2D |
| 6 | + |
| 7 | +## Emitted when [member still_time_left] reaches 0 |
| 8 | +signal still_time_finished |
| 9 | +## Emitted when [member guard] reached [member destination] |
| 10 | +signal destination_reached |
| 11 | +## Emitted when [member guard] got stuck trying to reach [member destination] |
| 12 | +signal path_blocked |
| 13 | + |
| 14 | +## While this time is greater than 0, the guard won't move |
| 15 | +var still_time_left_in_seconds: float = 0.0 |
| 16 | +var _destination_reached: bool = true |
| 17 | + |
| 18 | +## Target position into which the guard will move, in absolute coordinates |
| 19 | +@onready var destination: Vector2 = Vector2.ZERO |
| 20 | +@onready var guard: GuardOld = owner |
| 21 | + |
| 22 | + |
| 23 | +func _process(delta: float) -> void: |
| 24 | + if still_time_left_in_seconds > 0.0: |
| 25 | + still_time_left_in_seconds = move_toward(still_time_left_in_seconds, 0.0, delta) |
| 26 | + if still_time_left_in_seconds <= 0.0: |
| 27 | + still_time_finished.emit() |
| 28 | + |
| 29 | + if ( |
| 30 | + not _destination_reached |
| 31 | + and guard.global_position.distance_to(destination) <= guard.velocity.length() * delta |
| 32 | + ): |
| 33 | + _destination_reached = true |
| 34 | + destination_reached.emit() |
| 35 | + |
| 36 | + |
| 37 | +func move() -> void: |
| 38 | + guard.velocity = calculate_velocity() |
| 39 | + |
| 40 | + guard.move_and_slide() |
| 41 | + var collision: KinematicCollision2D = guard.get_last_slide_collision() |
| 42 | + |
| 43 | + # If the distance it was able to travel is a lot lower than the remainder, |
| 44 | + # it's stuck and we can emit the path_blocked signal so the guard can |
| 45 | + # handle that case |
| 46 | + if collision and collision.get_travel().length() < collision.get_remainder().length() / 20.0: |
| 47 | + path_blocked.emit() |
| 48 | + |
| 49 | + |
| 50 | +## Returns the velocity the guard should have, receives the delta time since |
| 51 | +## the last frame as a parameter |
| 52 | +func calculate_velocity() -> Vector2: |
| 53 | + if still_time_left_in_seconds > 0.0 or _destination_reached: |
| 54 | + return Vector2.ZERO |
| 55 | + return guard.global_position.direction_to(destination) * guard.move_speed |
| 56 | + |
| 57 | + |
| 58 | +## Make the guard stop for the given time, in seconds |
| 59 | +func wait_seconds(time: float) -> void: |
| 60 | + still_time_left_in_seconds = time |
| 61 | + |
| 62 | + |
| 63 | +## Sets the next point into which the guard will move. |
| 64 | +## It won't make the guard move if [member still_time_left_in_seconds] if |
| 65 | +## greater than 0. |
| 66 | +func set_destination(new_destination: Vector2) -> void: |
| 67 | + _destination_reached = false |
| 68 | + destination = new_destination |
| 69 | + |
| 70 | + |
| 71 | +func start_moving_now() -> void: |
| 72 | + still_time_left_in_seconds = 0.0 |
| 73 | + |
| 74 | + |
| 75 | +## Sets the next point into which the guard will move AND makes it start moving |
| 76 | +## even if [member still_time_left_in_seconds] was positive. |
| 77 | +func start_moving_towards(new_destination: Vector2) -> void: |
| 78 | + set_destination(new_destination) |
| 79 | + still_time_left_in_seconds = 0.0 |
| 80 | + |
| 81 | + |
| 82 | +## Sets the destination to the same point the guard is at so it doesn't try to |
| 83 | +## travel to any new point |
| 84 | +func stop_moving() -> void: |
| 85 | + destination = guard.global_position |
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