extends CharacterBody2D class_name Player @onready var gridcontrol: TileMap = $"../NavigationMap" signal can_interact(object : Interactible) signal remove_interact() var current_path : Array[Vector2i] var object_near : Interactible var can_interact_flag : bool var ActionPoints : int var held_item : Item # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _physics_process(delta): if current_path.is_empty(): return var target_position = gridcontrol.map_to_local(current_path.front()) global_position = global_position.move_toward(target_position, 5) if global_position == target_position: current_path.pop_front() func _unhandled_input(event): var click_position = get_global_mouse_position() if event.is_action_pressed("move_to"): if gridcontrol.is_spot_walkable(click_position): print("yay") current_path = gridcontrol.astar.get_id_path( gridcontrol.local_to_map(global_position), gridcontrol.local_to_map(click_position) ).slice(1) func _shortcut_input(event): if event.is_action_pressed("interact") && can_interact_flag: if object_near is ItemProcessor : if object_near.items.is_empty() && held_item != null : object_near.add_item(held_item) object_near.process_item() pass elif object_near is ItemContainer : if not object_near.items.is_empty() && held_item == null: held_item = object_near.items[0] object_near.pop_item(0) _add_item_overhead() elif held_item != null: object_near.add_item(held_item) remove_child(held_item) held_item = null else : pass func _on_can_interact(object : Interactible): can_interact_flag = true object_near = object func _on_remove_interact(): can_interact_flag = false object_near = null func _add_item_overhead() : add_child(held_item) held_item.Icon.set_scale(Vector2(0.5,0.5)) held_item.Icon.offset = Vector2i(0,-10) held_item.Icon.modulate = Color(1,1,1,0.4) func on_turn_begin() : ActionPoints = 10