69 lines
1.6 KiB
GDScript
69 lines
1.6 KiB
GDScript
extends KinematicBody2D
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class_name Car
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enum CarState {
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READY,
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MOVING,
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DONE
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}
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onready var car_sprite := $CarSprite
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var state : int
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var car_speed: int
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var start_point: Vector2
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var destination: Vector2
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var velocity := Vector2.ZERO
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var is_moving_to_left : bool
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var rng := RandomNumberGenerator.new()
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var collision_speed : Vector2
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func start_engine(start: Vector2, end: Vector2, speed: int) -> void:
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rng.randomize()
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var rnd_num = rng.randi_range(1, 3)
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start_point = start
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destination = end
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car_speed = speed
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is_moving_to_left = destination.x < start_point.x
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global_position = start_point
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state = CarState.MOVING
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car_sprite.texture = load("res://assets/car%s.png" % rnd_num)
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collision_speed = Vector2(car_speed * 3, -10)
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if not is_moving_to_left:
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car_sprite.flip_h = true
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func _ready() -> void:
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state = CarState.READY
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func _physics_process(delta: float) -> void:
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match state:
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CarState.READY:
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_wait(delta)
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CarState.MOVING:
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_move(delta)
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CarState.DONE:
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_clean_up(delta)
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func _wait(delta: float) -> void:
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pass
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func _move(delta: float) -> void:
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velocity.x = car_speed if not is_moving_to_left else -car_speed
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var collision := move_and_collide(velocity)
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if collision:
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var collider = collision.get_collider()
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if collider.get_class() == "KinematicBody2D":
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collider.move_and_collide(collision_speed)
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if is_moving_to_left and global_position.x < destination.x or not is_moving_to_left and global_position.x > destination.x:
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state = CarState.DONE
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func _clean_up(delta: float) -> void:
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print('Deleting my car self')
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queue_free()
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func _set_paused(paused: bool) -> void:
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set_physics_process(!paused)
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set_process(!paused)
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