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gbjam12/puzzles/ball/ball.gd

78 lines
1.9 KiB
GDScript

class_name Ball
extends StaticBody2D
@onready var raycast: RayCast2D = $RayCast2D
@onready var sprite: Sprite2D = $Sprite2D
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var map: MainLevel = get_tree().root.get_child(0).get_node("TileMap")
@onready var tile_map: TileMapLayer = get_tree().root.get_child(0).get_node("TileMap/TileMapLayer")
@onready var puzzle: BallCoursePuzzle = $"../"
@export var start_position: Node2D
@export var movement_dir: Vector2 = Vector2(0, 0)
var can_roll := false
var input_dir: Vector2
var is_moving := false
# Called when the node enters the scene tree for the first time.
func _ready():
reset()
input_dir = movement_dir.normalized()
func _physics_process(delta):
_try_move(delta)
func _process(delta):
if can_roll:
if not animation_player.is_playing():
animation_player.play(&"roll")
if is_moving:
return
raycast.target_position = input_dir * 8
raycast.force_raycast_update()
var collider: Node2D = raycast.get_collider()
if collider and collider.is_in_group("fake_wall"):
collider.queue_free()
queue_free()
if raycast.is_colliding():
return
var current_tile: Vector2i = tile_map.local_to_map(global_position)
var target_tile: Vector2i = Vector2i(
current_tile.x + input_dir.x,
current_tile.y + input_dir.y
)
global_position = tile_map.map_to_local(target_tile)
var is_death_tile = map.is_death_tile(global_position)
if is_death_tile:
reset()
return
is_moving = true
sprite.global_position = tile_map.map_to_local(current_tile)
func _try_move(delta: int):
if not is_moving:
return
sprite.global_position = sprite.global_position.move_toward(global_position, 0.35)
if global_position == sprite.global_position:
is_moving = false
return
func reset():
can_roll = false
animation_player.stop()
global_position = start_position.global_position
func _on_area_entered(area: Area2D):
if area.is_in_group("death"):
puzzle.reset()