## Ambulance — drives in from off-screen right when Emergency Room is entered; tap to toggle. class_name Ambulance extends Node2D const OFFSCREEN_OFFSET: float = 1200.0 const BUTTON_HALF_WIDTH: float = 90.0 const BUTTON_HALF_HEIGHT: float = 50.0 const DRIVE_DURATION: float = 1.2 @export var trigger_floor: int = 0 @export var trigger_room: int = 3 var _parked_x: float = 0.0 var _is_parked: bool = false var _is_animating: bool = false func _ready() -> void: _parked_x = position.x position.x = _parked_x + OFFSCREEN_OFFSET RoomNavigator.room_changed.connect(_on_room_changed) func _exit_tree() -> void: if RoomNavigator.room_changed.is_connected(_on_room_changed): RoomNavigator.room_changed.disconnect(_on_room_changed) func _on_room_changed(floor_index: int, room_index: int) -> void: if floor_index == trigger_floor and room_index == trigger_room: if not _is_parked and not _is_animating: _drive_in() func _input(event: InputEvent) -> void: if _is_animating: return var screen_pos: Vector2 if event is InputEventScreenTouch and event.pressed: screen_pos = event.position elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: screen_pos = event.position else: return var canvas_transform: Transform2D = get_viewport().get_canvas_transform() var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos var local_pos: Vector2 = to_local(world_pos) if abs(local_pos.x) <= BUTTON_HALF_WIDTH and abs(local_pos.y) <= BUTTON_HALF_HEIGHT: if _is_parked: _drive_out() else: _drive_in() func _drive_in() -> void: _is_animating = true _is_parked = false var tween: Tween = create_tween() tween.set_ease(Tween.EASE_OUT) tween.set_trans(Tween.TRANS_QUAD) tween.tween_property(self, "position:x", _parked_x, DRIVE_DURATION) tween.finished.connect(func() -> void: _is_parked = true _is_animating = false _play_stop_bounce() ) func _drive_out() -> void: _is_animating = true _is_parked = false var tween: Tween = create_tween() tween.set_ease(Tween.EASE_IN) tween.set_trans(Tween.TRANS_QUAD) tween.tween_property(self, "position:x", _parked_x + OFFSCREEN_OFFSET, DRIVE_DURATION) tween.finished.connect(func() -> void: _is_animating = false ) func _play_stop_bounce() -> void: var tween: Tween = create_tween() tween.tween_property(self, "scale", Vector2(1.08, 0.94), 0.08) tween.tween_property(self, "scale", Vector2(0.96, 1.06), 0.08) tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08)