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 _blend: GSAIBlend
var _linear_drag_coefficient := 0.025
var _angular_drag := 0.1
var _direction_face := GSAIAgentLocation.new()
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var accel := GSAITargetAcceleration.new()
onready var player_agent: GSAISteeringAgent = owner.find_node("Player", true, false).agent
func _ready() -> void:
agent.calculate_velocities = false
set_physics_process(false)
func _physics_process(delta: float) -> void:
_direction_face.position = agent.position + accel.linear.normalized()
_blend.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)
rotation += agent.angular_velocity * delta
var linear_velocity := (
GSAIUtils.to_vector2(agent.linear_velocity) +
(GSAIUtils.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)
agent.linear_velocity = GSAIUtils.to_vector3(linear_velocity)
func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
var behavior: GSAISteeringBehavior
if use_seek:
behavior = GSAISeek.new(agent, player_agent)
else:
behavior = GSAIPursue.new(agent, player_agent, predict_time)
var orient_behavior := GSAIFace.new(agent, _direction_face)
orient_behavior.alignment_tolerance = deg2rad(5)
orient_behavior.deceleration_radius = deg2rad(5)
_blend = GSAIBlend.new(agent)
_blend.add(behavior, 1)
_blend.add(orient_behavior, 1)
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
set_physics_process(true)