Files
godot-demo-projects/2d/navigation/character.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00

37 lines
1.1 KiB
GDScript

extends CharacterBody2D
var movement_speed := 200.0
@onready var navigation_agent: NavigationAgent2D = $NavigationAgent2D
func _ready() -> void:
# These values need to be adjusted for the actor's speed
# and the navigation layout.
navigation_agent.path_desired_distance = 2.0
navigation_agent.target_desired_distance = 2.0
navigation_agent.debug_enabled = true
# The "click" event is a custom input action defined in
# Project > Project Settings > Input Map tab.
func _unhandled_input(event: InputEvent) -> void:
if not event.is_action_pressed("click"):
return
set_movement_target(get_global_mouse_position())
func set_movement_target(movement_target: Vector2) -> void:
navigation_agent.target_position = movement_target
func _physics_process(_delta: float) -> void:
if navigation_agent.is_navigation_finished():
return
var current_agent_position: Vector2 = global_position
var next_path_position: Vector2 = navigation_agent.get_next_path_position()
velocity = current_agent_position.direction_to(next_path_position) * movement_speed
move_and_slide()