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class_name UnitDefault
extends Unit
var speed := 1000.0
var direction := Vector2.RIGHT
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.x = 0
velocity += get_gravity() * delta * Game.speed
$AnimatedSprite.play("fall")
if $RayLeft.is_colliding():
direction = Vector2.RIGHT
elif $RayRight.is_colliding():
direction = Vector2.LEFT
if is_on_floor():
velocity.x = direction.x * speed * delta * Game.speed
$AnimatedSprite.play("walk")
$AnimatedSprite.flip_h = direction.x < 0
move_and_slide()
var collision = get_last_slide_collision()
if collision:
var collider = collision.get_collider() as TileMapLayer
if collider is TileMapLayer:
var cell = collider.get_cell_tile_data(collider.get_coords_for_body_rid(collision.get_collider_rid())) as TileData
cell.set_collision_polygon_points(0, 0, PackedVector2Array([
Vector2(-7,-7), Vector2(-7,7), Vector2(7,7), Vector2(7,-7)
]))
func _on_input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
if event.is_action_pressed("select"):
get_viewport().set_input_as_handled()
var blocker = preload("res://Units/Blocker.tscn").instantiate()
blocker.position = global_position
get_tree().current_scene.add_child(blocker)
queue_free()
if event.is_action_pressed("select2"):
get_viewport().set_input_as_handled()
var blocker = preload("res://Units/Digger.tscn").instantiate()
blocker.position = global_position
get_tree().current_scene.add_child(blocker)
queue_free()
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