class_name Snake extends Node2D export(PackedScene) var BODY_SEGMENT_NP: PackedScene export(PackedScene) var TAIL_SEGMENT_NP: PackedScene onready var path: Path2D = $Path var current_body_segments: int = 0 var max_body_initial_segments: int = 1 var body_segment_stack: Array var tail_segment: PathFollow2D # didn't konw how to name this, basically holds the current path lenght # whenever the add body segment, and we use this stack to add body parts var body_segment_queue: Array func _ready(): set_physics_process(false) set_process_input(false) Event.connect("snake_path_new_point", self, "_on_snake_path_new_point") Event.connect("snake_added_new_segment", self, "_on_snake_added_new_segment") Event.connect("snake_added_initial_segments", self, "_on_snake_added_initial_segments") Event.connect("food_eaten", self, "_on_food_eaten") func _physics_process(delta: float) -> void: if body_segment_queue.size() != 0: _add_new_segment() func _input(event: InputEvent) -> void: if event.is_action_pressed("add_body_part"): _add_segment_to_queue() func _draw() -> void: if path.curve.get_baked_points().size() >= 2: draw_polyline(path.curve.get_baked_points(), Color.aquamarine, 1, true) func _add_new_segment() -> void: var _path_length_threshold: float = body_segment_queue[0] + Global.SNAKE_SEGMENT_SIZE if path.curve.get_baked_length() >= _path_length_threshold: var _temp_body_segment: PathFollow2D = BODY_SEGMENT_NP.instance() Event.emit_signal("snake_adding_new_segment", "body") var _new_body_offset: float = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE _temp_body_segment.offset = _new_body_offset body_segment_stack.append(_temp_body_segment) path.add_child(_temp_body_segment) tail_segment.offset = body_segment_stack.back().offset - Global.SNAKE_SEGMENT_SIZE body_segment_queue.pop_front() current_body_segments += 1 Event.emit_signal("snake_added_new_segment", "body") func _add_initial_segment(type: PackedScene) -> void: if path.curve.get_baked_length() >= (current_body_segments + 1.0) * Global.SNAKE_SEGMENT_SIZE: var _temp_body_segment: PathFollow2D = type.instance() Event.emit_signal("snake_adding_new_segment", _temp_body_segment.TYPE) if _temp_body_segment.TYPE == "body": body_segment_stack.append(_temp_body_segment) else: tail_segment = _temp_body_segment path.add_child(_temp_body_segment) current_body_segments += 1 Event.emit_signal("snake_added_new_segment", _temp_body_segment.TYPE) func _add_segment_to_queue() -> void: # need to have the queues in a fixed separation, else if the eating functionality # gets spammed, all next bodyparts will be spawned almost at the same spot if body_segment_queue.size() == 0: body_segment_queue.append(path.curve.get_baked_length()) else: body_segment_queue.append(body_segment_queue.back() + Global.SNAKE_SEGMENT_SIZE) func _on_snake_path_new_point(coordinates: Vector2) -> void: path.curve.add_point(coordinates) # update call is to draw curve as there are new points to the path's curve update() if current_body_segments < max_body_initial_segments: _add_initial_segment(BODY_SEGMENT_NP) elif current_body_segments == max_body_initial_segments: _add_initial_segment(TAIL_SEGMENT_NP) func _on_snake_added_new_segment(type: String) -> void: if type == "tail": Event.emit_signal("snake_added_initial_segments") func _on_snake_added_initial_segments() -> void: set_physics_process(true) set_process_input(true) func _on_food_eaten(type: int) -> void: _add_segment_to_queue()