godot-steering-ai-framework/project/demos/AvoidCollisions/Avoider.gd

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2020-01-16 23:14:50 +01:00
extends KinematicBody2D
onready var collision := $CollisionShape2D
onready var agent := GSTSteeringAgent.new()
onready var proximity := GSTRadiusProximity.new(agent, [], 140)
onready var avoid := GSTAvoidCollisions.new(agent, proximity)
onready var target := GSTAgentLocation.new()
onready var seek := GSTSeek.new(agent, target)
onready var priority := GSTPriority.new(agent, 0.0001)
onready var sprite := $Sprite
var draw_proximity: bool
var _boundary_right: float
var _boundary_bottom: float
var _radius: float
var _accel := GSTTargetAcceleration.new()
var _velocity := Vector2.ZERO
var _direction := Vector2()
var _drag: = 0.1
func _draw() -> void:
if draw_proximity:
draw_circle(Vector2.ZERO, proximity.radius, Color(0, 1, 0, 0.1))
func _physics_process(delta: float) -> void:
_update_agent()
_accel = priority.calculate_steering(_accel)
_velocity += Vector2(_accel.linear.x, _accel.linear.y)
_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag)
_velocity = _velocity.clamped(agent.max_linear_speed)
_velocity = move_and_slide(_velocity)
func setup(
max_linear_speed: float,
max_linear_accel: float,
proximity_radius: float,
boundary_right: float,
boundary_bottom: float,
draw_proximity: bool,
rng: RandomNumberGenerator
) -> void:
rng.randomize()
_direction = Vector2(rng.randf_range(-1, 1), rng.randf_range(-1, 1)).normalized()
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_update_agent()
agent.max_linear_speed = max_linear_speed
agent.max_linear_acceleration = max_linear_accel
proximity.radius = proximity_radius
_boundary_bottom = boundary_bottom
_boundary_right = boundary_right
_radius = collision.shape.radius
agent.bounding_radius = _radius
self.draw_proximity = draw_proximity
priority.add(avoid)
priority.add(seek)
func set_proximity_agents(agents: Array) -> void:
proximity.agents = agents
func set_random_nonoverlapping_position(others: Array, min_distance_from_boundary: float) -> void:
var rng := RandomNumberGenerator.new()
rng.randomize()
var max_tries := max(100, others.size() * others.size())
while max_tries >= 0:
max_tries -= 1
global_position.x = rng.randf_range(
min_distance_from_boundary, _boundary_right-min_distance_from_boundary
)
global_position.y = rng.randf_range(
min_distance_from_boundary, _boundary_bottom-min_distance_from_boundary
)
var done := true
for i in range(others.size()):
var other: Node2D = others[i]
if other.global_position.distance_to(position) <= _radius*2 + min_distance_from_boundary:
done = false
if done:
break
func _update_agent() -> void:
agent.position.x = global_position.x
agent.position.y = global_position.y
agent.linear_velocity.x = _velocity.x
agent.linear_velocity.y = _velocity.y
target.position.x = agent.position.x + _direction.x*_radius
target.position.y = agent.position.y + _direction.y*_radius