GodotComponentTest/Components/MovableComponent.gd

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extends Node2D
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var SpringDamper = preload("res://Utils/SpringDamper.gd")
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export var target = Vector2 (0, 0)
export var pos = Vector2 (0, 0)
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export var vel = Vector2 (0, 0)
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export var max_speed = 100000
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onready var spring_damper = SpringDamper.new(4, .99, 0.5)
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var velocity = Vector2(0, 0)
const pos_error_eps = 0.01
signal position_updated
# 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):
if (target - pos).length_squared() > pos_error_eps * pos_error_eps:
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var spring_res = spring_damper.calc_clamped_speed(pos, vel, target, delta, max_speed)
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pos = spring_res[0]
vel = spring_res[1]
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var speed = vel.length()
if speed > max_speed:
vel = vel * max_speed / speed
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emit_signal("position_updated", pos)
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func _draw():
draw_circle (target, 10, Color(0.9, 0.2, 0.2))