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https://github.com/Relintai/broken_seals.git
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59 lines
1.6 KiB
GDScript
59 lines
1.6 KiB
GDScript
# A specialized steering agent that updates itself every frame so the user does
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# not have to using a RigidBody2D
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extends GSAISpecializedAgent
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class_name GSAIRigidBody2DAgent
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# The RigidBody2D to keep track of
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var body: RigidBody2D setget _set_body
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var _last_position: Vector2
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func _init(_body: RigidBody2D) -> void:
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if not _body.is_inside_tree():
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yield(_body, "ready")
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self.body = _body
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# Moves the agent's `body` by target `acceleration`.
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# tags: virtual
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func _apply_steering(acceleration: GSAITargetAcceleration, _delta: float) -> void:
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_applied_steering = true
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body.apply_central_impulse(GSAIUtils.to_vector2(acceleration.linear))
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body.apply_torque_impulse(acceleration.angular)
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if calculate_velocities:
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linear_velocity = GSAIUtils.to_vector3(body.linear_velocity)
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angular_velocity = body.angular_velocity
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func _set_body(value: RigidBody2D) -> void:
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body = value
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_last_position = body.global_position
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_last_orientation = body.rotation
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position = GSAIUtils.to_vector3(_last_position)
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orientation = _last_orientation
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func _on_body_ready() -> void:
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# warning-ignore:return_value_discarded
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body.get_tree().connect("physics_frame", self, "_on_SceneTree_frame")
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_set_body(body)
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func _on_SceneTree_frame() -> void:
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var current_position := body.global_position
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var current_orientation := body.rotation
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position = GSAIUtils.to_vector3(current_position)
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orientation = current_orientation
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if calculate_velocities:
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if _applied_steering:
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_applied_steering = false
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else:
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linear_velocity = GSAIUtils.to_vector3(body.linear_velocity)
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angular_velocity = body.angular_velocity
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