godot-steering-ai-framework/src/Steering/Demos/SeekFlee/Seeker.gd

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extends KinematicBody2D
onready var radius: = ($CollisionShape2D.shape as CircleShape2D).radius
var agent: SteeringAgent
var player_agent: AgentLocation
var seek: Seek
var accel: = TargetAcceleration.new()
var velocity: = Vector2.ZERO
var speed: float
var color: Color
func _ready() -> void:
agent = SteeringAgent.new()
agent.max_linear_acceleration = speed/10
agent.max_linear_speed = speed
seek = Seek.new(agent, player_agent)
func _draw() -> void:
draw_circle(Vector2.ZERO, radius, color)
func _physics_process(delta: float) -> void:
_update_agent()
accel = seek.calculate_steering(accel)
velocity = (velocity + Vector2(accel.linear.x, accel.linear.y)).clamped(agent.max_linear_speed)
velocity = move_and_slide(velocity)
if velocity.length_squared() > 0:
update()
func _update_agent() -> void:
agent.position = Vector3(global_position.x, global_position.y, 0)