57 lines
1.4 KiB
GDScript
57 lines
1.4 KiB
GDScript
class_name NPC
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extends Node2D
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var id_path: Array[Vector2i]
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var target: Vector2i
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var speed: float = 1
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var oxygen: float = 100
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func is_walking() -> bool:
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return not id_path.is_empty()
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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randomize()
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$Sprite2D.set_nation(randi()%$Sprite2D.Nations.max)
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta: float) -> void:
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if id_path.is_empty(): return
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var target_pos = Vector2(id_path.front()*World.tile_size)
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global_position = global_position.move_toward(target_pos, speed)
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if global_position.x < target_pos.x: $Sprite2D.flip_h = true
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elif global_position.x > target_pos.x: $Sprite2D.flip_h = false
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if global_position == target_pos:
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id_path.pop_front()
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set_target(target)
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if $"../../TileMap".check_indoors(global_position/16):
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set_spacesuit(false)
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else:
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set_spacesuit(true)
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func set_spacesuit(suit: bool) -> void:
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$Sprite2D.set_spacesuit(suit)
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if suit: speed = 0.2
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else: speed = 1
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func set_target(pos: Vector2i):
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var new_id_path = $"../../TileMap".astar_grid.get_id_path(
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$"../../TileMap/ground".local_to_map(global_position+$"../../TileMap/ground".global_position),
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target
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).slice(1)
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if not new_id_path.is_empty():
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id_path = new_id_path
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target = pos
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else:
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id_path = []
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target = pos
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