Sound FX, major work on set schedule, and some new concepts for items and portraits

This commit is contained in:
2025-09-11 08:10:07 -04:00
parent ef9e5c2664
commit d64859cf35
106 changed files with 2226 additions and 221 deletions

View File

@@ -1,10 +1,12 @@
class_name Player extends Person
const marker_template = preload("res://templates/move_marker.tscn")
@onready var movement_speed : float = 400.0
@onready var movement_target_position : Vector2 = global_position
@onready var nav_agent : NavigationAgent2D = $NavigationAgent2D
var interaction_target = null
var marker = null
@export var interaction_range : float = 75
@export var stop_range : float = 25
var data : Adventurer
@@ -28,6 +30,8 @@ func set_movement_target(target : Vector2) -> void:
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
if marker != null:
marker.visible = false
if interaction_target:
try_interact(interaction_target)
#If they have an interaction target within range
@@ -50,8 +54,13 @@ func _unhandled_input(event: InputEvent) -> void:
interaction_target = null
func approach(pos : Vector2) -> void:
if marker == null or !is_instance_valid(marker):
marker = marker_template.instantiate()
Guild.hall.add_child(marker)
var rid = get_world_2d().get_navigation_map()
var point : Vector2 = NavigationServer2D.map_get_closest_point(rid, pos)
marker.global_position = point
marker.visible = true
set_movement_target(point)
func approach_and_interact(obj : Interactable) -> void: