godot-steering-ai-framework/project/demos/group_behaviors/Member.gd

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extends KinematicBody2D
var agent: = GSTSteeringAgent.new()
var separation: GSTSeparation
var cohesion: GSTCohesion
var proximity: GSTRadiusProximity
var blend: = GSTBlend.new(agent)
var acceleration: = GSTTargetAcceleration.new()
var _radius: float
var _color: = Color.red
var _velocity: = Vector2()
onready var shape: = $CollisionShape2D
func _ready() -> void:
_radius = shape.shape.radius
_color = Color(rand_range(0.5, 1), rand_range(0.25, 1), rand_range(0, 1))
agent.max_linear_acceleration = 7
agent.max_linear_speed = 70
proximity = GSTRadiusProximity.new(agent, [], 140)
separation = GSTSeparation.new(agent, proximity)
separation.decay_coefficient = 2000
cohesion = GSTCohesion.new(agent, proximity)
blend.add(separation, 1.5)
blend.add(cohesion, 0.3)
func _draw() -> void:
draw_circle(Vector2.ZERO, _radius, _color)
func _process(delta: float) -> void:
update_agent()
if blend:
acceleration = blend.calculate_steering(acceleration)
_velocity = (_velocity + Vector2(acceleration.linear.x, acceleration.linear.y)).clamped(agent.max_linear_speed)
move_and_slide(_velocity)
func set_neighbors(neighbor: Array) -> void:
proximity.agents = neighbor
func update_agent() -> void:
var current_position: = global_position
agent.position.x = current_position.x
agent.position.y = current_position.y