extends Node2D class_name Glowling @onready var tilemap = $"../TileMap" # This needs rectifying var current_path : Array[Vector2i] = [] var speed : int = 10 func _ready(): $GlowlingAnimations.play("GlowingPulse") pass # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): if current_path.is_empty(): return var target_position = tilemap.map_to_local(current_path.front()) global_position = global_position.move_toward(target_position, speed) if global_position == target_position: current_path.pop_front() pass ## This is the temporary way for having something move func _unhandled_input(event): var click_position = get_global_mouse_position() if event.is_action_pressed("move_to"): if tilemap.is_point_walkable(click_position): current_path = tilemap.astar.get_id_path( tilemap.local_to_map(global_position), tilemap.local_to_map(click_position) ).slice(1)