extends CharacterBody2D const SPEED = 170.0 const JUMP_VELOCITY = -400.0 var ready_to_door : bool = true @export var doorBox : Area2D @export var hand : Node2D var holding_apple : bool = false func _physics_process(delta: float) -> void: # Add the gravity. #if not is_on_floor(): #velocity += get_gravity() * delta # ## Handle jump. #if Input.is_action_just_pressed("ui_accept") and is_on_floor(): #velocity.y = JUMP_VELOCITY # Get the input direction and handle the movement/deceleration. # As good practice, you should replace UI actions with custom gameplay actions. var direction := Input.get_vector("left","right","up","down") if direction and Router.player_mode: velocity = direction * SPEED else: velocity = velocity.move_toward(Vector2(0,0), SPEED) move_and_slide() if !doorBox.has_overlapping_areas(): ready_to_door = true hand.visible = holding_apple func _on_door_box_area_entered(area: Area2D) -> void: print(area.name) if ready_to_door: if area.name == "DoorIn": global_position = area.get_parent().get_parent().door_out_node.global_position #Router.activate_seg.emit(Router.cur_id + 1) if (area.get_parent().get_parent().prev_seg): Router.activate_seg.emit(area.get_parent().get_parent().prev_seg.seg_id) ready_to_door = false # +1 seg elif area.name == "DoorOut": global_position = area.get_parent().get_parent().door_in_node.global_position if (area.get_parent().get_parent().this_seg): Router.activate_seg.emit(area.get_parent().get_parent().this_seg.seg_id) ready_to_door = false #Router.activate_seg.emit(Router.cur_id - 1) # -1 seg func grab(): holding_apple = true func drop(): holding_apple = false