godot-steering-ai-framework/project/demos/Face/Turret.gd

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GDScript3
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extends KinematicBody2D
var face: GSTFace
var agent := GSTSteeringAgent.new()
var _accel := GSTTargetAcceleration.new()
var _angular_drag := 0.1
var _cannon: Rect2
var _color: Color
onready var collision_shape := $CollisionShape2D
func _ready() -> void:
var radius = collision_shape.shape.radius
_cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius*2))
_color = collision_shape.outer_color
func _physics_process(delta: float) -> void:
_accel = face.calculate_steering(_accel)
agent.angular_velocity = clamp(
agent.angular_velocity + _accel.angular,
-agent.angular_speed_max,
agent.angular_speed_max
)
agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
agent.orientation += agent.angular_velocity * delta
rotation = agent.orientation
func _draw() -> void:
draw_rect(_cannon, _color)
func setup(
player_agent: GSTAgentLocation,
align_tolerance: float,
deceleration_radius: float,
angular_accel_max: float,
angular_speed_max: float
) -> void:
face = GSTFace.new(agent, player_agent)
face.alignment_tolerance = align_tolerance
face.deceleration_radius = deceleration_radius
agent.angular_acceleration_max = angular_accel_max
agent.angular_speed_max = angular_speed_max
agent.position = Vector3(global_position.x, global_position.y, 0)