godot-steering-ai-framework/project/demos/PursueSeek/Pursuer.gd

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GDScript3
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extends KinematicBody2D
# Represents a ship that chases after the player.
onready var agent := GSTSteeringAgent.new()
onready var accel := GSTTargetAcceleration.new()
onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
export var use_seek: bool = false
var _orient_behavior: GSTSteeringBehavior
var _behavior: GSTSteeringBehavior
var _linear_velocity := Vector2()
var _linear_drag_coefficient := 0.025
var _angular_velocity := 0.0
var _angular_drag := 1.0
func _ready() -> void:
set_physics_process(false)
func _physics_process(delta: float) -> void:
accel = _orient_behavior.calculate_steering(accel)
_angular_velocity += accel.angular
if _angular_velocity < 0:
_angular_velocity += _angular_drag * delta
elif _angular_velocity > 0:
_angular_velocity -= _angular_drag * delta
rotation += _angular_velocity * delta
accel = _behavior.calculate_steering(accel)
_linear_velocity += Vector2(accel.linear.x, accel.linear.y)
_linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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_linear_velocity = _linear_velocity.clamped(agent.max_linear_speed)
_linear_velocity = move_and_slide(_linear_velocity)
_update_agent()
func setup(predict_time: float, max_linear_speed: float, max_linear_accel: float) -> void:
if use_seek:
_behavior = GSTSeek.new(agent, player_agent)
else:
_behavior = GSTPursue.new(agent, player_agent, predict_time)
_orient_behavior = GSTLookWhereYouGo.new(agent)
_orient_behavior.alignment_tolerance = 0.001
_orient_behavior.deceleration_radius = PI/2
agent.max_angular_acceleration = 2
agent.max_angular_speed = 5
agent.max_linear_acceleration = max_linear_accel
agent.max_linear_speed = max_linear_speed
_update_agent()
set_physics_process(true)
func _update_agent() -> void:
agent.position.x = global_position.x
agent.position.y = global_position.y
agent.orientation = rotation
agent.linear_velocity.x = _linear_velocity.x
agent.linear_velocity.y = _linear_velocity.y
agent.angular_velocity = _angular_velocity