mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
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66 lines
2.0 KiB
GDScript3
66 lines
2.0 KiB
GDScript3
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extends KinematicBody2D
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# Represents a ship that chases after the player.
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export var use_seek: bool = false
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var _blend: GSAIBlend
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var _linear_drag_coefficient := 0.025
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var _angular_drag := 0.1
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var _direction_face := GSAIAgentLocation.new()
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onready var agent := GSAIKinematicBody2DAgent.new(self)
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onready var accel := GSAITargetAcceleration.new()
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onready var player_agent: GSAISteeringAgent = owner.find_node("Player", true, false).agent
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func _ready() -> void:
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agent.calculate_velocities = false
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set_physics_process(false)
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func _physics_process(delta: float) -> void:
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_direction_face.position = agent.position + accel.linear.normalized()
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_blend.calculate_steering(accel)
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agent.angular_velocity = clamp(
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agent.angular_velocity + accel.angular * delta, -agent.angular_speed_max, agent.angular_speed_max
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)
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agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
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rotation += agent.angular_velocity * delta
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var linear_velocity := (
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GSAIUtils.to_vector2(agent.linear_velocity)
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+ (GSAIUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max * delta)
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)
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linear_velocity = linear_velocity.clamped(agent.linear_speed_max)
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linear_velocity = linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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linear_velocity = move_and_slide(linear_velocity)
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agent.linear_velocity = GSAIUtils.to_vector3(linear_velocity)
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func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> void:
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var behavior: GSAISteeringBehavior
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if use_seek:
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behavior = GSAISeek.new(agent, player_agent)
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else:
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behavior = GSAIPursue.new(agent, player_agent, predict_time)
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var orient_behavior := GSAIFace.new(agent, _direction_face)
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orient_behavior.alignment_tolerance = deg2rad(5)
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orient_behavior.deceleration_radius = deg2rad(30)
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_blend = GSAIBlend.new(agent)
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_blend.add(behavior, 1)
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_blend.add(orient_behavior, 1)
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agent.angular_acceleration_max = deg2rad(1080)
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agent.angular_speed_max = deg2rad(360)
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agent.linear_acceleration_max = linear_accel_max
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agent.linear_speed_max = linear_speed_max
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set_physics_process(true)
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