extends KinematicBody2D export(Constants.MATERIAL_TYPE) var material_type = Constants.MATERIAL_TYPE.iORE var entering_machine = null var leaving_machine = null var feed_position: Vector2 var held = false var grabbed_vector = null onready var beltmap = $"../BeltTiles" var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)] const max_speed := 200 export var rungs := 13 export var cx := 2.0 # offset for edge feet export var cy := 5.0 # offset for edge feet var foot_vectors var foot_weights var total_weight #var stuck_vec = null #var stuck_dir = -1 # For going off the end of belts func _ready(): total_weight = 1 + rungs*4 foot_vectors = [Vector2(0, 0)] foot_weights = [3] for i in rungs: foot_vectors.append(Vector2(cx*(i+1), cy)) foot_vectors.append(Vector2(-cx*(i+1), cy)) foot_vectors.append(Vector2(cx*(i+1), -cy)) foot_vectors.append(Vector2(-cx*(i+1), -cy)) foot_weights.append(1) foot_weights.append(1) foot_weights.append(1) foot_weights.append(1) func get_belt_direction(tx, ty): var xflip = beltmap.is_cell_x_flipped(tx, ty) var tp = beltmap.is_cell_transposed(tx, ty) return int(tp) + int(xflip)*2 func get_belt_rect(vec): var origin = beltmap.map_to_world(vec) return Rect2(to_local(origin), Vector2(8, 8)) # Called every frame. 'delta' is the elapsed time since the previous frame. func _physics_process(delta): var belt_speed = 8 if entering_machine: move_and_slide(position.direction_to(feed_position) * belt_speed) return elif leaving_machine: move_and_slide(feed_position.direction_to(position) * belt_speed) if position.distance_to(feed_position) > $sprite.width/2: remove_collision_exception_with(leaving_machine) leaving_machine = null return var direction = Vector2(0, 0) for i in len(foot_vectors): var vec = beltmap.world_to_map(position + foot_vectors[i].rotated(rotation)) var celltype = beltmap.get_cell(vec.x, vec.y) if celltype >= 0 and celltype != 4: direction += dir_vectors[get_belt_direction(vec.x, vec.y)] * foot_weights[i] direction /= total_weight*0.5 direction.x = clamp(direction.x, -1, 1) direction.y = clamp(direction.y, -1, 1) move_and_slide(direction * belt_speed) if held: # Cursor drag code var ggv = to_global(grabbed_vector) var dv = get_global_mouse_position() - ggv var dvn = dv.normalized() var dvm = dv.length() var velo = dvn * min(dvm*dvm, max_speed) # move_and_slide(dvn * min(dvm*dvm, max_speed)) # Simple movement var collision = move_and_collide(velo*delta) if collision and collision.remainder.length_squared()>0: if collision.collider is KinematicBody2D: var col2 = collision.collider.move_and_collide(collision.remainder) if col2 and col2.remainder.length_squared()>0: if col2.collider is KinematicBody2D: col2.collider.move_and_collide(col2.remainder) collision.collider.move_and_collide(col2.remainder) move_and_collide(col2.remainder) move_and_collide(collision.remainder) else: move_and_collide(collision.remainder.slide(collision.normal)) func _input(event): if entering_machine or leaving_machine: return if event is InputEventMouseButton: if not event.pressed: held = false elif $sprite.get_rect().has_point(to_local(event.position)): held = true grabbed_vector = to_local(event.position) func enter_machine(machine): add_collision_exception_with(machine) entering_machine = machine held = false func leave_machine(machine): add_collision_exception_with(machine) leaving_machine = machine