extends CharacterBody2D var _grid_pos: Vector2i = Vector2i.ZERO var _grid_tween: Tween = null var _cached_dir: Vector2i = Vector2i.ZERO #used for reversing the current input func _physics_process(delta: float) -> void: #WARNING: this has the potential for getting stuck if _grid_pos * 32 == Vector2i(position): _check_grid_move(delta) func _check_grid_move(delta: float) -> void: if Input.is_action_pressed("input_north"): _set_grid_move(Vector2i.UP) elif Input.is_action_pressed("input_south"): _set_grid_move(Vector2i.DOWN) elif Input.is_action_pressed("input_west"): _set_grid_move(Vector2i.LEFT) elif Input.is_action_pressed("input_east"): _set_grid_move(Vector2i.RIGHT) func _set_grid_move(grid_dir: Vector2i): _cached_dir = grid_dir _grid_pos += grid_dir _grid_tween = create_tween() _grid_tween.set_ease(Tween.EASE_OUT_IN) _grid_tween.set_trans(Tween.TRANS_QUAD) _grid_tween.tween_property(self, "position", Vector2(_grid_pos * 32), 0.3) func repel_collision(_other: Node2D) -> void: #NOTE: character's collider has a 1 pixel margin if _cached_dir != Vector2i.ZERO: _grid_tween.kill() _set_grid_move(-_cached_dir) #go backwards _cached_dir = Vector2i.ZERO #only do this once each collision