plein de trucs dont des dialogues!
et ouai! appuye sur e pour parler au npc
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73
caracters/npc.gd
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73
caracters/npc.gd
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extends Node
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var astar_grid: AStarGrid2D
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var toFollow: Array[Vector2i]
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@onready var world: TileMapLayer = get_parent().get_parent();
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@onready var obstacles: TileMapLayer = world.get_children()[2]
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@export var controled:Human
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var destination:Node2D
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var HumanLayer = 0
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func _ready() -> void:
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astar_grid = AStarGrid2D.new()
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astar_grid.region = world.get_used_rect()
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astar_grid.cell_size = Vector2(48, 48)
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astar_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_NEVER
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astar_grid.default_compute_heuristic = AStarGrid2D.HEURISTIC_EUCLIDEAN
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astar_grid.default_estimate_heuristic = AStarGrid2D.HEURISTIC_EUCLIDEAN
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astar_grid.update()
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# only take into account the tiles that are marked with a navigation layer for cars
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for x in world.get_used_rect().size.x:
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for y in world.get_used_rect().size.y:
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var tile_position = Vector2(
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x + world.get_used_rect().position.x,
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y + world.get_used_rect().position.y,
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)
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var tile_data = world.get_cell_tile_data(tile_position)
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if tile_data == null or tile_data.get_navigation_polygon(HumanLayer) == null:
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astar_grid.set_point_solid(tile_position)
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if obstacles.get_cell_tile_data(tile_position) != null and obstacles.get_cell_tile_data(tile_position).get_collision_polygons_count(0):
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astar_grid.set_point_solid(tile_position)
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func _process(delta: float) -> void:
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if !controled:
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return
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if destination:
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var my_global_position = controled.get_feet_global_position()
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var target_global_position = destination.get_feet_global_position()
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# make the wanted position on the track move ahead by a certain amount
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#if toFollow == null or toFollow.is_empty():
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# compute the new navigation points the car should follow
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var points = astar_grid.get_id_path(
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world.local_to_map(world.to_local(my_global_position)),
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world.local_to_map(world.to_local(target_global_position))
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).slice(1, -1)
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if !points.is_empty():
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toFollow = points
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if $Label.visible:
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$Label.text = (
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"position "+str(world.local_to_map(world.to_local(my_global_position)))+" , "+str(my_global_position)+
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"\ntarget position "+ str(world.local_to_map(world.to_local(target_global_position)))+" , "+str(target_global_position)+
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"\npoint to follow "+str(toFollow)
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)
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if !toFollow.is_empty():
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if world.local_to_map(world.to_local(my_global_position)) == toFollow.front():
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toFollow.pop_front()
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if !toFollow.is_empty():
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controled.moveFeetTo(world.to_global(world.map_to_local(toFollow.front())));
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else:
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controled.face(target_global_position)
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func _on_character_body_2d_start_intracting(interactingWith: Human) -> void:
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controled.face(interactingWith.global_position)
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print("pouet")
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# ouvre un dialogue
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var resource = load("res://caracters/bob/bob.dialogue")
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DialogueManager.show_dialogue_balloon(resource, "start")
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