Texpand/scenes/Blocks/block.gd
2024-08-20 15:48:20 +02:00

76 lines
1.6 KiB
GDScript

extends Area2D
@onready var floorRaycast = $RaycastFloor
@onready var raycastLeft = $RaycastLeft
@onready var raycastRight = $RaycastRight
@onready var raycastTop = $RaycastTop
@onready var spriteBlock = $Block
@onready var spriteSpecialBlock = $SpecialBlock
@onready var spriteExpandBlock = $ExpandBlock
@onready var spriteSpecialExpandedBlock = $SpecialExpandedBlock
@export var UID = 1
var secretPosition = Vector2()
var turningPoint = false
var type = GLOBAL.BLOCKTYPES.LIGHT
var expand = false
func _ready() -> void:
secretPosition = position
func getCollider(direction : GLOBAL.Direction):
match direction:
GLOBAL.Direction.BOTTOM:
return floorRaycast.get_collider()
GLOBAL.Direction.LEFT:
return raycastLeft.get_collider()
GLOBAL.Direction.RIGHT:
return raycastRight.get_collider()
GLOBAL.Direction.TOP:
return raycastTop.get_collider()
func getNeighbours():
var neighbours = []
for i in get_overlapping_areas():
if i.is_in_group("Block"):
neighbours.append(i)
return neighbours
func getNeighboursUID(uid):
var neighbours = []
for i in get_overlapping_areas():
if i.is_in_group("Block"):
if i.UID == uid:
neighbours.append(i)
return neighbours
func move(x,y):
secretPosition = position
secretPosition.x += x
secretPosition.y += y
position = secretPosition.snapped(Vector2(64, 64))
func moveDown():
move(0, 64)
func moveLeft():
move(-64, 0)
func moveRight():
move(64, 0)
func setlook():
match type:
GLOBAL.BLOCKTYPES.LIGHT:
if expand:
spriteExpandBlock.show()
else:
spriteBlock.show()
GLOBAL.BLOCKTYPES.HEAVY:
if expand:
spriteSpecialExpandedBlock.show()
else:
spriteSpecialBlock.show()