extends Node2D class_name Glowling @onready var tilemap : CustomTileMap = $"../TileMap" # This needs rectifying var current_path : Array[Vector2i] = [] @onready var animation_player : AnimationPlayer = $GlowlingAnimations var speed : int = 40 func _ready() -> void: animation_player.play("GlowingPulse") pass # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta : float) -> void: if current_path.is_empty(): return var target_position : Vector2 = tilemap.map_to_local(current_path.front() as Vector2i) global_position = global_position.move_toward(target_position, speed * delta) if global_position == target_position: current_path.pop_front() pass ## This is the temporary way for having something move func _unhandled_input(event : InputEvent) -> void: var click_position : Vector2 = 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)