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extends Unit
var tick_frequency := 0.5
func _ready():
$TickTimer.wait_time = tick_frequency / Game.speed
$TickTimer.start()
Game.speed_changed.connect(func():
$TickTimer.wait_time = tick_frequency / Game.speed
$TickTimer.start()
# calculate remaining time and set fraction accordingly
)
$AnimatedSprite.play("dig")
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta * Game.speed
$RayGround.force_raycast_update()
if not $RayGround.is_colliding():
var default = load("res://Units/Default.tscn").instantiate()
default.global_position = global_position
get_tree().current_scene.add_child(default)
queue_free()
move_and_slide()
func _on_tick_timer_timeout() -> void:
var size = Vector2($NavigationShape.shape.size.x + 4, 3) # y ungerade
Game.erase_map(
PackedVector2Array([
$DigReference.global_position + (size / 2) * Vector2(-1, -1),
$DigReference.global_position + (size / 2) * Vector2(1, -1),
$DigReference.global_position + (size / 2) * Vector2(1, 1),
$DigReference.global_position + (size / 2) * Vector2(-1, 1),
]),
get_tree().current_scene.get_node("GroundCollision"),
get_tree().current_scene.get_node("Map")
)
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