godot-steering-ai-framework/godot/Demos/Face/Turret.gd

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GDScript3
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extends KinematicBody2D
var face: GSAIFace
var agent := GSAIKinematicBody2DAgent.new(self)
var _accel := GSAITargetAcceleration.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:
face.calculate_steering(_accel)
agent._apply_steering(_accel, delta)
func _draw() -> void:
draw_rect(_cannon, _color)
func setup(
player_agent: GSAIAgentLocation,
align_tolerance: float,
deceleration_radius: float,
angular_accel_max: float,
angular_speed_max: float
) -> void:
face = GSAIFace.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.angular_drag_percentage = _angular_drag