2020-01-27 17:39:06 +01:00
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extends KinematicBody2D
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export var speed_max := 650.0
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export var acceleration_max := 70.0
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export var rotation_speed_max := 240
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export var rotation_accel_max := 40
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export var bullet: PackedScene
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var velocity := Vector2.ZERO
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var angular_velocity := 0.0
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var direction := Vector2.RIGHT
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onready var agent := GSTSteeringAgent.new()
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onready var proxy_target := GSTAgentLocation.new()
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onready var face := GSTFace.new(agent, proxy_target)
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onready var accel := GSTTargetAcceleration.new()
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onready var bullets := owner.get_node("Bullets")
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func _ready() -> void:
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agent.linear_speed_max = speed_max
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agent.linear_acceleration_max = acceleration_max
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agent.angular_speed_max = deg2rad(rotation_speed_max)
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agent.angular_acceleration_max = deg2rad(rotation_accel_max)
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agent.bounding_radius = calculate_radius($CollisionPolygon2D.polygon)
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update_agent()
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var mouse_pos := get_global_mouse_position()
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proxy_target.position.x = mouse_pos.x
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proxy_target.position.y = mouse_pos.y
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face.alignment_tolerance = deg2rad(5)
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face.deceleration_radius = deg2rad(45)
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func _physics_process(delta: float) -> void:
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update_agent()
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var movement := get_movement()
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2020-01-29 16:04:47 +01:00
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direction = GSTUtils.angle_to_vector2(rotation)
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2020-01-27 17:39:06 +01:00
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velocity += direction * acceleration_max * movement
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velocity = velocity.clamped(speed_max)
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velocity = velocity.linear_interpolate(Vector2.ZERO, 0.1)
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velocity = move_and_slide(velocity)
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face.calculate_steering(accel)
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angular_velocity += accel.angular
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angular_velocity = clamp(angular_velocity, -agent.angular_speed_max, agent.angular_speed_max)
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angular_velocity = lerp(angular_velocity, 0, 0.1)
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rotation += angular_velocity * delta
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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var mouse_pos: Vector2 = event.position
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proxy_target.position.x = mouse_pos.x
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proxy_target.position.y = mouse_pos.y
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elif event is InputEventMouseButton:
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if event.button_index == BUTTON_LEFT and event.pressed:
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var next_bullet: = bullet.instance()
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next_bullet.global_position = global_position - direction * (agent.bounding_radius-5)
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next_bullet.player = self
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next_bullet.start(-direction)
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bullets.add_child(next_bullet)
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func get_movement() -> float:
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return Input.get_action_strength("sf_down") - Input.get_action_strength("sf_up")
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func update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.orientation = rotation
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agent.linear_velocity.x = velocity.x
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agent.linear_velocity.y = velocity.y
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agent.angular_velocity = angular_velocity
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func calculate_radius(polygon: PoolVector2Array) -> float:
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var furthest_point := Vector2(-INF, -INF)
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for p in polygon:
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if abs(p.x) > furthest_point.x:
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furthest_point.x = p.x
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if abs(p.y) > furthest_point.y:
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furthest_point.y = p.y
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return furthest_point.length()
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