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.
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 := 0.1
var _direction_face := GSTAgentLocation.new()
onready var agent := GSTSteeringAgent.new()
onready var accel := GSTTargetAcceleration.new()
onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
func _ready() -> void:
set_physics_process(false)
func _physics_process(delta: float) -> void:
_update_agent()
_behavior.calculate_steering(accel)
_direction_face.position = agent.position + accel.linear.normalized()
_orient_behavior.calculate_steering(accel)
_angular_velocity += accel.angular
_angular_velocity = clamp(
lerp(_angular_velocity, 0, _angular_drag),
-agent.angular_speed_max,
agent.angular_speed_max
)
rotation += _angular_velocity * delta
_linear_velocity += GSTUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max
_linear_velocity = _linear_velocity.clamped(agent.linear_speed_max)
_linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
_linear_velocity = move_and_slide(_linear_velocity)
func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
if use_seek:
_behavior = GSTSeek.new(agent, player_agent)
else:
_behavior = GSTPursue.new(agent, player_agent, predict_time)
_orient_behavior = GSTFace.new(agent, _direction_face)
_orient_behavior.alignment_tolerance = deg2rad(5)
_orient_behavior.deceleration_radius = deg2rad(5)
agent.angular_acceleration_max = deg2rad(40)
agent.angular_speed_max = deg2rad(90)
agent.linear_acceleration_max = linear_accel_max
agent.linear_speed_max = linear_speed_max
_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