83 lines
3.0 KiB
GDScript
83 lines
3.0 KiB
GDScript
extends Node2D
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@export var human: Human
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@export var ray : ShapeCast2D
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var can_interact_with : Node2D
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@onready var world: World = get_parent().get_parent();
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@onready var pathFinder : HumanPathFinder = $"../PathFinder"
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var possible_interactables : Array[Node2D]
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func _unhandled_input(event: InputEvent) -> void:
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human.stop_interaction()
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human.velocityVector = Vector2(0, 0)
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human.wants_to_grab = false
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human.wants_to_interact_with = null
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human.velocityVector = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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if event.is_action_pressed("grab"):
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if can_interact_with:
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human.wants_to_interact_with = can_interact_with
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else:
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human.wants_to_grab = true
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# moving using either touch or mouse button
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if event is InputEventMouseButton or event is InputEventScreenTouch:
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var tile_pos = world.local_to_map(world.to_local(get_global_mouse_position()))
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if event.pressed:
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pathFinder.destination = get_global_mouse_position()
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func _process(delta) -> void:
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ray.target_position = human.last_facing_direction * 48
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if human.last_facing_direction.y > 0 :
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ray.target_position = Vector2(0, 48)
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(ray.shape as RectangleShape2D).size = Vector2(50, 20)
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elif human.last_facing_direction.y < 0:
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ray.target_position = Vector2(0, -48)
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(ray.shape as RectangleShape2D).size = Vector2(50, 20)
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elif human.last_facing_direction.x > 0 :
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ray.target_position = Vector2(48, 0)
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(ray.shape as RectangleShape2D).size = Vector2(20, 50)
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else:
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ray.target_position = Vector2(-48, 0)
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(ray.shape as RectangleShape2D).size = Vector2(20, 50)
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# find all the possible interactables
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possible_interactables = []
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if ray.is_colliding():
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var nbCollisions = ray.get_collision_count()
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for n in range(nbCollisions):
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var colider = ray.get_collider(n) as Node2D
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if colider != null and colider != get_parent():
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if (
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colider and colider.get_parent().has_method("start_interaction") and
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colider.get_parent().has_method("enable_interaction_clue") and
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colider.get_parent().has_method("disable_interaction_clue")
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):
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possible_interactables.append(colider.get_parent())
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# find the closest interactable
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var distance_to_closest = Vector2(0, 0)
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var closest: Node2D = null
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for potential_closest in possible_interactables:
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var distance_to_human = abs(potential_closest.global_position - human.global_position)
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if distance_to_closest == Vector2(0, 0):
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distance_to_closest = distance_to_human
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closest = potential_closest
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if distance_to_human < distance_to_closest:
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closest = potential_closest
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distance_to_closest = distance_to_human
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# if the new closest is different from the one we had before, notify the one we had before that it shouldn't keep its bubble visible
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if can_interact_with != null:
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if can_interact_with != closest:
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can_interact_with.get_children()
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can_interact_with.disable_interaction_clue()
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# don't retrigger enabling the clue if it was already enabled
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if can_interact_with != closest:
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can_interact_with = closest
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if can_interact_with:
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can_interact_with.enable_interaction_clue(human)
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