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extends Unit
var direction := Vector2.RIGHT
var last_position: Vector2
func _ready():
$AnimationPlayer.play("mine")
scale = Vector2(direction.x, 1)
$RayForward.force_raycast_update()
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta * Game.speed
velocity.x = direction.x * 100 * delta * Game.speed
if not $RayForward.is_colliding():
# TODO: erase step gerade aus
var default = load("res://Units/Default.tscn").instantiate()
default.global_position = global_position
default.direction = direction
get_tree().current_scene.add_child(default)
queue_free()
last_position = global_position
move_and_slide()
if last_position == global_position: # jumping over fraction pixel collisions, left over after mining
position.y -= 10 * delta * Game.speed
position.x += 10 * direction.x * delta * Game.speed
func mine() -> void:
var points = []
for point: Vector2 in $Polygon.polygon:
points.append(
global_position +
($Polygon.position * Vector2(direction.x, 1)) +
(point.rotated($Polygon.rotation) * Vector2(direction.x, 1))
)
(func():
Game.erase_map(
PackedVector2Array(points),
get_tree().current_scene.get_node("GroundCollision"),
get_tree().current_scene.get_node("Map")
)
).call_deferred()
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