godot-steering-ai-framework/project/demos/seek_and_flee/Seeker.gd

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extends KinematicBody2D
# AI agent that uses the Seek behavior to hone in on the player's location as directly as possible.
onready var collision_shape: = $CollisionShape2D
onready var agent: = GSTSteeringAgent.new()
onready var accel: = GSTTargetAcceleration.new()
onready var seek: = GSTSeek.new(agent, player_agent)
onready var flee: = GSTFlee.new(agent, player_agent)
onready var _active_behavior: = seek
var player_agent: GSTAgentLocation
var velocity: = Vector2.ZERO
var speed: float
var color: Color
var radius: = 0.0
func _ready() -> void:
agent.max_linear_acceleration = speed/10
agent.max_linear_speed = speed
radius = collision_shape.shape.radius
func _draw() -> void:
draw_circle(Vector2.ZERO, radius, color)
func _physics_process(delta: float) -> void:
if not player_agent:
return
_update_agent()
accel = _active_behavior.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)
func _on_GUI_mode_changed(mode: int) -> void:
if mode == 0:
_active_behavior = seek
else:
_active_behavior = flee