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spacetac/core/unit.gd
2022-10-07 00:34:33 +02:00

54 lines
1.1 KiB
GDScript

@tool
class_name Unit
extends Composer
@export var sprite: Texture2D:
set(val):
sprite = val
_check_compose()
@export var player: Node:
set(val):
if val is Player:
player = val
else:
player = null
@export var hitpoints := 1
var target_reached = true
var target_position: Vector2
func _compose():
$sprite.texture = sprite
if player:
# TODO something more subtle
modulate = player.color
if player.code and not Engine.is_editor_hint():
add_to_group("player:" + player.code)
func _physics_process(delta):
if not target_reached:
# TODO use position instead of position, once parented to battlefield
global_position += (target_position - global_position).normalized() * 100.0 * delta
if global_position == target_position:
target_reached = true
make_decision() # TODO not every tick
func move_to(pos: Vector2):
if pos != target_position:
target_position = pos
target_reached = false
func damage(lost_hitpoints: float):
hitpoints = max(0.0, hitpoints - lost_hitpoints)
if hitpoints <= 0:
die()
func die():
queue_free()
func make_decision():
pass