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Godot: Draw trail with Line2D
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extends KinematicBody2D | |
var speed = 500 | |
var velocity := Vector2.ZERO | |
var input_vector := Vector2.ZERO | |
var current_line: Line2D | |
func _process(delta): | |
update_move(delta) | |
update_line(delta) | |
func update_move(delta): | |
input_vector.x = -int(Input.is_action_pressed("ui_left")) + int(Input.is_action_pressed("ui_right")) | |
input_vector.y = -int(Input.is_action_pressed("ui_up")) + int(Input.is_action_pressed("ui_down")) | |
input_vector = input_vector.normalized() | |
velocity = lerp(velocity, input_vector * speed, 0.15) | |
position += (velocity * delta) | |
func update_line(delta): | |
var should_start_line = Input.is_action_just_pressed("ui_select") | |
var should_end_line = Input.is_action_just_released("ui_select") | |
if (should_start_line): | |
start_line() | |
elif (should_end_line): | |
current_line = null | |
if (is_instance_valid(current_line)): | |
current_line.add_point(position) | |
func start_line(): | |
current_line = Line2D.new() | |
get_tree().get_root().add_child(current_line) | |
current_line.add_point(position) |
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