extends Node2D export (int) var speed = 200 enum State { Sailing, Walking, Digging } signal dig_stopped signal coin_collected onready var Shovel = get_node("Shovel") onready var DigTimer = get_node("DigTimer") onready var Collider = get_node("Collider") var Coin = preload ("Coin.gd") var coin = Coin.new() var velocity = Vector2() var target = Vector2() var prev_tile = null # Hex coords of previous tile var cur_tile = null # Hex coords of current tile var state = State.Sailing func get_input(): velocity = Vector2() if state == State.Digging: return if Input.is_action_pressed("walk_right"): velocity.x += 1 if Input.is_action_pressed("walk_left"): velocity.x -= 1 if Input.is_action_pressed("walk_down"): velocity.y += 1 if Input.is_action_pressed("walk_up"): velocity.y -= 1 velocity = velocity.normalized() * speed func _physics_process(delta): var r_to_target = target - position var dist = r_to_target.length() if delta > 0.0001 and dist < speed * delta: position = target velocity = Vector2.ZERO else: velocity = r_to_target.normalized() * speed if state == State.Digging: velocity = Vector2.ZERO position = position + velocity * delta var tile = Globals.WorldToHex(position) if tile != cur_tile: prev_tile = cur_tile cur_tile = tile Shovel.visible = state == State.Digging # Called when the node enters the scene tree for the first time. func _ready(): position = Vector2(0,0) DigTimer.connect("timeout", self, "on_dig_stop") func on_enter_island(): state = State.Walking func on_leave_island(): state = State.Sailing func on_dig_start(): state = State.Digging DigTimer.start(2.0) func on_dig_stop(): state = State.Walking emit_signal ("dig_stopped") func _on_Collider_body_entered(body): if body is Coin: emit_signal ("coin_collected") body.queue_free()