godot-steering-ai-framework/project/demos/FollowPath/PathFollower.gd

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extends KinematicBody2D
var _velocity := Vector2.ZERO
var _accel := GSTTargetAcceleration.new()
var _valid := false
var _drag := 0.1
onready var agent := GSTSteeringAgent.new()
onready var path := GSTPath.new([
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Vector3(global_position.x, global_position.y, 0),
Vector3(global_position.x, global_position.y, 0)
], true)
onready var follow := GSTFollowPath.new(agent, path, 0, 0)
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func setup(
path_offset: float,
predict_time: float,
accel_max: float,
speed_max: float,
decel_radius: float,
arrival_tolerance: float
) -> void:
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owner.drawer.connect("path_established", self, "_on_Drawer_path_established")
follow.path_offset = path_offset
follow.prediction_time = predict_time
agent.linear_acceleration_max = accel_max
agent.linear_speed_max = speed_max
follow.deceleration_radius = decel_radius
follow.arrival_tolerance = arrival_tolerance
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func _physics_process(delta: float) -> void:
if _valid:
_update_agent()
_accel = follow.calculate_steering(_accel)
_velocity += Vector2(_accel.linear.x, _accel.linear.y)
_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag)
_velocity = _velocity.clamped(agent.linear_speed_max)
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_velocity = move_and_slide(_velocity)
func _update_agent() -> void:
agent.position.x = global_position.x
agent.position.y = global_position.y
agent.linear_velocity.x = _velocity.x
agent.linear_velocity.y = _velocity.y
func _on_Drawer_path_established(points: Array) -> void:
var points3 := []
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for p in points:
points3.append(Vector3(p.x, p.y, 0))
path.create_path(points3)
_valid = true