extends Navigation2D export(float) var character_speed = 400.0 var path = [] func _process(delta): var walk_distance = character_speed * delta move_along_path(walk_distance) # The 'click' event is a custom input action defined in # Project > Project Settings > Input Map tab. func _input(event): if not event.is_action_pressed("click"): return _update_navigation_path($Character.position, get_local_mouse_position()) func move_along_path(distance): var last_point = $Character.position while path.size(): var distance_between_points = last_point.distance_to(path[0]) # The position to move to falls between two points. if distance <= distance_between_points: $Character.position = last_point.linear_interpolate(path[0], distance / distance_between_points) return # The position is past the end of the segment. distance -= distance_between_points last_point = path[0] path.remove(0) # The character reached the end of the path. $Character.position = last_point set_process(false) func _update_navigation_path(start_position, end_position): # get_simple_path is part of the Navigation2D class. # It returns a PoolVector2Array of points that lead you # from the start_position to the end_position. path = get_simple_path(start_position, end_position, true) # The first point is always the start_position. # We don't need it in this example as it corresponds to the character's position. path.remove(0) set_process(true)