godot-steering-ai-framework/project/demos/face/Player.gd

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GDScript3
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extends KinematicBody2D
onready var collision_shape: = $CollisionShape2D
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onready var agent: = GSTAgentLocation.new()
export var speed: = 125.0
var _radius: = 0.0
func _ready() -> void:
_radius = collision_shape.shape.radius
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func _draw() -> void:
draw_circle(Vector2.ZERO, _radius, Color.red)
func _physics_process(delta: float) -> void:
var movement: = _get_movement()
move_and_slide(movement * speed)
_update_agent()
func _get_movement() -> Vector2:
return Vector2( Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
Input.get_action_strength("sf_down") - Input.get_action_strength("sf_up"))
func _update_agent() -> void:
agent.position = Vector3(global_position.x, global_position.y, 0)