add collisions
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@ -17,3 +17,4 @@ tile_data = PoolIntArray( 393216, 0, 0, 393217, 0, 0, 393219, 0, 0, 393220, 0, 0
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position = Vector2( 800, 440 )
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tile_position = Vector2( 8, 5 )
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grid_path = NodePath("../..")
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props_path = NodePath("..")
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@ -6,9 +6,11 @@ export var speed : float = 1
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export var rest : float = 1
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export var tile_position := Vector2(0,0)
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export(NodePath) var grid_path
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export(NodePath) var grid_path
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export(NodePath) var props_path
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onready var grid = get_node(grid_path) as TileMap
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onready var props = get_node(props_path) as TileMap
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var last_move_time := 0.0
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@ -35,6 +37,7 @@ onready var sprite = $AnimatedSprite as AnimatedSprite
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func _process(delta):
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if Engine.editor_hint:
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@ -55,7 +58,9 @@ func _process(delta):
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if (last_move_time + rest) * 1000 < OS.get_ticks_msec():
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for movement in movements:
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if Input.is_action_pressed(movement.action):
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movement_queue.push_back(movement)
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var target = tile_position + movement.direction
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if grid.get_cell(target.x, target.y) >= 0 and props.get_cell(target.x, target.y) == -1:
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movement_queue.push_back(movement)
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update_animation()
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