class_name NPC extends Node2D var id_path: Array[Vector2i] func is_walking() -> bool: return not id_path.is_empty() # Called when the node enters the scene tree for the first time. func _ready() -> void: randomize() $Sprite2D.set_nation(randi()%$Sprite2D.Nations.max) set_spacesuit(false) pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(delta: float) -> void: if id_path.is_empty(): return var target_pos = Vector2(id_path.front()*World.tile_size) global_position = global_position.move_toward(target_pos, 1) if global_position == target_pos: id_path.pop_front() func set_spacesuit(suit: bool) -> void: $Sprite2D.set_spacesuit(suit)