godot-demo-projects/2d/navigation/navigation.gd

46 lines
1.4 KiB
GDScript

extends Navigation2D
export(float) var CHARACTER_SPEED = 400.0
var path = []
# 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 _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)
func _process(delta):
var walk_distance = CHARACTER_SPEED * delta
move_along_path(walk_distance)
func move_along_path(distance):
var last_point = $Character.position
for index in range(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 and distance >= 0.0:
$Character.position = last_point.linear_interpolate(path[0], distance / distance_between_points)
break
# the character reached the end of the path
elif distance < 0.0:
$Character.position = path[0]
set_process(false)
break
distance -= distance_between_points
last_point = path[0]
path.remove(0)