port revo's ballsnake, when the sanke he balll he balls

This commit is contained in:
Haze Weathers 2025-03-01 21:15:10 -05:00
parent ddd02953da
commit 909afe17a1

45
scripts/ball_snake.gd Normal file
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@tool
class_name BallSnake
extends Node2D
@export var texture: Texture2D
@export var target: Node2D
@export var segments: int = 1
@export var head_segment: bool = true
@export var tail_segment: bool = true
@export var auto_density: bool = false:
set(value):
auto_density = value
if auto_density:
pixels_per_segment = pixels_per_segment
@export_range(1,2,1,"or_greater") var pixels_per_segment: float = 1.0:
set(value):
pixels_per_segment = value
if auto_density and target:
segments = int(global_position.distance_to(target.global_position) / pixels_per_segment) - 1
func _process(delta: float) -> void:
if auto_density:
pixels_per_segment = pixels_per_segment
queue_redraw()
func _draw() -> void:
if not target:
return
if tail_segment:
draw_texture(texture, -texture.get_size() * 0.5)
var end_pos = to_local(target.global_position)
for i in segments:
var weight = 1.0 / float(segments + 1) * float(i + 1)
draw_texture(
texture,
lerp(Vector2.ZERO, end_pos, weight) - texture.get_size() * 0.5
)
if head_segment:
draw_texture(texture, end_pos - texture.get_size() * 0.5)