extends AnimatableBody2D class_name snake_segment @export var is_head : bool = false var direction : Vector2 = Vector2.RIGHT var want_direction : Vector2 = Vector2.RIGHT @export var next_segment : Node2D var start_pos : Vector2 var target_pos : Vector2 var move_progress : float var snake_speed : float = 1 # if snake is the head, it chooses where it goes # if snake is not the head, it goes where the one infront went # Called when the node enters the scene tree for the first time. func _ready() -> void: target_pos = position start_pos = position get_new_target() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: move_progress += delta * snake_speed if Input.get_vector("left","right","up","down").length() > 0: want_direction = Input.get_vector("left","right","up","down") position = lerp(start_pos,target_pos,move_progress) if move_progress >= 1: get_new_target() func get_new_target(): start_pos=target_pos if is_head: if want_direction != direction*-1: direction = want_direction target_pos = start_pos + (direction * 320) else: target_pos = next_segment.position move_progress = 0 func become_real(): #activate colliders z_index = 10 modulate = Color.WHITE pass func become_fake(): z_index = 0 modulate = Color.DIM_GRAY pass