godot-steering-ai-framework/project/demos/Face/Turret.gd

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extends KinematicBody2D
var face: GSTFace
var agent := GSTSteeringAgent.new()
var _accel := GSTTargetAcceleration.new()
var _angular_drag := 0.01
var _cannon: Rect2
onready var collision_shape := $CollisionShape2D
func _ready() -> void:
var radius = collision_shape.shape.radius
_cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius*2))
func _physics_process(delta: float) -> void:
_accel = face.calculate_steering(_accel)
agent.angular_velocity += _accel.angular
agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
agent.orientation += agent.angular_velocity * delta
rotation = agent.orientation
func _draw() -> void:
draw_rect(_cannon, Color.cadetblue)
func setup(
player_agent: GSTAgentLocation,
align_tolerance: float,
deceleration_radius: float,
max_angular_accel: float,
max_angular_speed: float
) -> void:
face = GSTFace.new(agent, player_agent)
face.alignment_tolerance = align_tolerance
face.deceleration_radius = deceleration_radius
agent.max_angular_acceleration = max_angular_accel
agent.max_angular_speed = max_angular_speed
agent.position = Vector3(global_position.x, global_position.y, 0)