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class_name ComponentMovement
extends Node
signal direction_changed
@export_node_path("CharacterBody2D") var entityPath: NodePath
@onready var entity: CharacterBody2D = get_node(entityPath)
@export_node_path("AnimatedSprite2D") var spritePath: NodePath
@onready var sprite: AnimatedSprite2D = get_node(spritePath)
@export_node_path("ComponentCollision") var component_collision_path: NodePath
var component_collision: ComponentCollision
@export_range(0, 2, 0.01) var SPEED: float
const DIRECTIONS = [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT]
var CURRENT_DIRECTION = Vector2.UP
var FIXED_DIRECTION = null
var was_colliding = false
var animations: Dictionary = {
"default": "default",
"up": "up",
"down": "down",
"left": "left",
"right": "right",
}
var CURRENT_ANIMATION = {
"name": "default",
"frame": 0,
"progress": 0,
}
@export var timer_time: float = 3.0
@onready var MovementTimer: Timer = Timer.new()
@export var follows: bool = false
@export_range(1, 100, 1) var follow_chance: int = 100
var is_paused = false
var tween: Tween
func _ready():
#MovementTimer.wait_time = timer_time
#MovementTimer.autostart = true
#MovementTimer.connect("timeout", Callable(_on_movement_timer_timeout))
#add_child(MovementTimer)
pass
func init():
#if component_collision_path:
#component_collision = get_node(component_collision_path)
#component_collision.collision_area.connect("collided", func(body):
#if check_direction_has_intersection(CURRENT_DIRECTION):
#tween.stop()
#move()
#)
## TODO: area mit direction change detection? on solid and bomb?
await get_tree().create_timer(0.2).timeout # wait for surrounding collision objects to load
move()
#func physics_process(delta):
#if is_paused:
#return null
#
#if CURRENT_DIRECTION == Vector2.UP:
#entity.velocity.y -= SPEED/2
#if sprite.sprite_frames.has_animation(animations["up"]):
#sprite.play(animations["up"])
#elif CURRENT_DIRECTION == Vector2.DOWN:
#entity.velocity.y += SPEED/2
#if sprite.sprite_frames.has_animation(animations["down"]):
#sprite.play(animations["down"])
#elif CURRENT_DIRECTION == Vector2.LEFT:
#entity.velocity.x -= SPEED/2
#if sprite.sprite_frames.has_animation(animations["left"]):
#sprite.play(animations["left"])
#elif CURRENT_DIRECTION == Vector2.RIGHT:
#entity.velocity.x += SPEED/2
#if sprite.sprite_frames.has_animation(animations["right"]):
#sprite.play(animations["right"])
#
#if sprite.sprite_frames.has_animation(animations["default"]):
#sprite.play(animations["default"])
#
#var collision = entity.move_and_collide(entity.velocity * delta)
#entity.velocity = entity.velocity.lerp(Vector2(0, 0), 1) # speed too low => no collision
#
## todo movement along grid (maybe move position to current tile center)
#var target_grid_position = Utilities.from_grid_to_position(Utilities.get_level_position(entity) + CURRENT_DIRECTION)
#entity.position = entity.position.move_toward(target_grid_position, delta*SPEED/2)
## todo or set velocity to tiles per SPEED per second somehow, instead of Timer
## use raycast in every direction to check next valid tile, move there
## get start, current and end position, check if reached instead of velocity to tiles per second or Timer
#
#if collision:
#was_colliding = true
#if MovementTimer.time_left > 0:
#_on_movement_timer_timeout()
#else:
#was_colliding = false
#
#return collision
func set_animations(new_animations: Dictionary):
animations.merge(new_animations, true)
#func _on_movement_timer_timeout():
#var randomize_direction = false
#
#if false and follows and randi_range(0, 100) <= follow_chance:
#var player_direction = entity.position.direction_to(Global.player.position)
#var query = PhysicsRayQueryParameters2D.new()
#query.set_from(entity.position)
#query.set_to(Global.player.position)
#query.set_collision_mask(entity.collision_mask)
#var intersection = entity.get_world_2d().direct_space_state.intersect_ray(query)
#if intersection:
#randomize_direction = true
#
#if abs(player_direction.x) >= abs(player_direction.y):
#if player_direction.x >= 0:
#CURRENT_DIRECTION = Vector2.RIGHT
#elif player_direction.x < 0:
#CURRENT_DIRECTION = Vector2.LEFT
#elif abs(player_direction.y) > abs(player_direction.x):
#if player_direction.y >= 0:
#CURRENT_DIRECTION = Vector2.DOWN
#elif player_direction.y < 0:
#CURRENT_DIRECTION = Vector2.UP
#
#if was_colliding and LAST_DIRECTION == CURRENT_DIRECTION:
#randomize_direction = true
#else:
#randomize_direction = true
#
#if randomize_direction:
#var directions = DIRECTIONS.duplicate()
#
#directions.erase(CURRENT_DIRECTION)
#directions.shuffle()
#
#if not directions.is_empty():
#CURRENT_DIRECTION = directions[0]
#
#emit_signal("direction_changed", CURRENT_DIRECTION)
#LAST_DIRECTION = CURRENT_DIRECTION
#
#if not sprite.sprite_frames.has_animation(animations["default"]):
#var frame = sprite.frame
#var progress = sprite.frame_progress
#if CURRENT_DIRECTION == Vector2.UP and sprite.sprite_frames.has_animation(animations["up"]):
#sprite.play(animations["up"])
#elif CURRENT_DIRECTION == Vector2.DOWN and sprite.sprite_frames.has_animation(animations["down"]):
#sprite.play(animations["down"])
#elif CURRENT_DIRECTION == Vector2.LEFT and sprite.sprite_frames.has_animation(animations["left"]):
#sprite.play(animations["left"])
#elif CURRENT_DIRECTION == Vector2.RIGHT and sprite.sprite_frames.has_animation(animations["right"]):
#sprite.play(animations["right"])
#sprite.set_frame_and_progress(frame, progress)
#
#MovementTimer.start()
func pause():
is_paused = true
#MovementTimer.paused = true
process_mode = Node.PROCESS_MODE_DISABLED
func unpause():
is_paused = false
#MovementTimer.paused = false
process_mode = Node.PROCESS_MODE_INHERIT
sprite.play(CURRENT_ANIMATION.name)
sprite.set_frame_and_progress(CURRENT_ANIMATION.frame, CURRENT_ANIMATION.progress)
func move():
var can_move = true
var randomize_direction = false
#randomize_direction = randi() % 10 > 8
if check_direction_has_intersection(CURRENT_DIRECTION):
randomize_direction = true
var directions = DIRECTIONS.duplicate()
if randomize_direction:
directions.erase(CURRENT_DIRECTION)
directions.shuffle()
for idx in range(directions.size()):
if not check_direction_has_intersection(directions[idx]):
CURRENT_DIRECTION = directions[idx]
break
if idx == directions.size() - 1:
can_move = false
if FIXED_DIRECTION:
CURRENT_DIRECTION = FIXED_DIRECTION
emit_signal("direction_changed", CURRENT_DIRECTION)
var frame = sprite.frame
var progress = sprite.frame_progress
var animation = sprite.animation
if sprite.sprite_frames.has_animation(animations["default"]):
sprite.play(animations["default"])
else:
if CURRENT_DIRECTION == Vector2.UP and sprite.sprite_frames.has_animation(animations["up"]):
sprite.play(animations["up"])
elif CURRENT_DIRECTION == Vector2.DOWN and sprite.sprite_frames.has_animation(animations["down"]):
sprite.play(animations["down"])
elif CURRENT_DIRECTION == Vector2.LEFT and sprite.sprite_frames.has_animation(animations["left"]):
sprite.play(animations["left"])
elif CURRENT_DIRECTION == Vector2.RIGHT and sprite.sprite_frames.has_animation(animations["right"]):
sprite.play(animations["right"])
sprite.set_frame_and_progress(frame, progress)
CURRENT_ANIMATION.name = animation
CURRENT_ANIMATION.frame = frame
CURRENT_ANIMATION.progress = progress
var target_grid_position = Utilities.from_grid_to_position(Utilities.get_level_position(entity) + CURRENT_DIRECTION)
tween = create_tween()
if can_move:
tween.tween_property(entity, "position", target_grid_position, 1/SPEED).set_ease(Tween.EASE_IN_OUT)
else:
tween.tween_callback(func():
await get_tree().create_timer(1/SPEED).timeout
)
tween.tween_callback(func():
move()
)
func check_direction_has_intersection(direction: Vector2):
var query = PhysicsRayQueryParameters2D.new()
query.set_from(entity.position)
query.set_to(Utilities.from_grid_to_position(Utilities.get_level_position(entity) + direction))
query.set_collision_mask(entity.collision_mask)
var intersection = entity.get_world_2d().direct_space_state.intersect_ray(query)
return intersection
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