Et bien les voitures vois-tu, maintenant elles utilisent aussi l'animation tree, le state machine of the future et les super autres magiqueries. Elles bougent grace à un Path2D qui est suivit par un PathFollow2D qui leur sert de lapin. Elles suivent le lapin, sans cesse et sans cesse. Elles sont sage.
28 lines
972 B
GDScript
28 lines
972 B
GDScript
class_name Car
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extends CharacterBody2D
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@export var speed = 750 # How fast the car will move (pixels/sec).
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@onready var animation_tree := $AnimationTree
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@onready var state_machine := animation_tree.get("parameters/driving/playback") as AnimationNodeStateMachinePlayback
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var last_facing_direction = Vector2(0,-1) # facing north
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var targetPosition = null
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func moveTo(position: Vector2) -> void:
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targetPosition = position;
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func updateFacingDirectionInAnimationTree():
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animation_tree.set("parameters/CarStates/driving/blend_position", last_facing_direction)
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animation_tree.set("parameters/CarStates/idling/blend_position", last_facing_direction)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if (targetPosition != null):
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velocity = (targetPosition - position) * speed * delta;
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move_and_slide()
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if velocity:
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last_facing_direction = velocity.normalized()
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updateFacingDirectionInAnimationTree()
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