extends KinematicBody2D # Variables ## Speed export (int) var base_speed = 200 setget set_base_speed, get_base_speed # Character's speed (scalar) export (int) var speed setget , get_speed # Character's speed (scalar) var speed_mod = 1 var speed_ceil = 5 var speed_floor = .01 ## Velocity var can_move = true setget set_can_move, get_can_move export (Vector2) var velocity = Vector2(0,0) setget set_velocity, get_velocity # Character's directional velocity (vector) var internal_velocity = Vector2(0,0) setget set_internal_velocity, get_internal_velocity var external_velocity = Vector2(0,0) setget set_external_velocity, get_external_velocity var velocity_mod = 1 # Setters + Getters func set_base_speed(new_speed): base_speed = new_speed func get_base_speed(): return base_speed func set_can_move(new_bool): can_move = new_bool func get_can_move(): return can_move func set_external_velocity(new_velocity): external_velocity = new_velocity func get_external_velocity(): return external_velocity func get_gpos(): return global_position func set_internal_velocity(new_velocity): internal_velocity = new_velocity func get_internal_velocity(): if not get_can_move(): return Vector2(0.0,0.0) return internal_velocity func get_speed(): if !get_can_move(): return 0 else: return base_speed * get_speed_mod() func get_speed_mod(): if speed_mod < speed_floor: return speed_floor elif speed_mod > speed_ceil: return speed_ceil else: return speed_mod func set_velocity(new_velocity): velocity = new_velocity func get_velocity(): return get_internal_velocity().normalized() func get_velocity_angle(): return get_velocity().angle() func get_velocity_length(): return get_velocity().length() func get_user(): return get_parent() # Logic func _process(delta): var v = get_velocity() * get_speed() * delta * KnowledgeBase.logic_time move_and_collide(v) if v != Vector2(0,0): MessageBus.publish("moved", get_user()) #func _setup(): #set_process(true) #func _ready(): # set_process(false)