mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
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44 lines
1.1 KiB
GDScript3
44 lines
1.1 KiB
GDScript3
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extends KinematicBody2D
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onready var agent: = GSTSteeringAgent.new()
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onready var path: = GSTPath.new([
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Vector3(global_position.x, global_position.y, 0),
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Vector3(global_position.x, global_position.y, 0)
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], true)
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onready var follow: = GSTFollowPath.new(agent, path, 20, 0)
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var _velocity: = Vector2.ZERO
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var _accel: = GSTTargetAcceleration.new()
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var _valid: = false
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func setup() -> void:
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owner.drawer.connect("path_established", self, "_on_Drawer_path_established")
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agent.max_linear_acceleration = 20
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agent.max_linear_speed = 200
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func _physics_process(delta: float) -> void:
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if _valid:
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_update_agent()
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_accel = follow.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.clamped(agent.max_linear_speed)
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_velocity = move_and_slide(_velocity)
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func _update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.linear_velocity.x = _velocity.x
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agent.linear_velocity.y = _velocity.y
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func _on_Drawer_path_established(points: Array) -> void:
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var points3: = []
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for p in points:
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points3.append(Vector3(p.x, p.y, 0))
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path.create_path(points3)
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_valid = true
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