Improved how the AI looks in Pursue VS Seek demo

They were looking kind of floaty, moving not like spaceships but like
they were on ice. Now they travel along their orientation, towards
where the player is/will be.
This commit is contained in:
Francois Belair 2020-01-29 10:04:47 -05:00
parent 9c87dcf7f0
commit 4885707145
7 changed files with 29 additions and 14 deletions

View File

@ -14,12 +14,13 @@ __meta__ = {
}
linear_speed_max = 240.0
linear_accel_max = 40.0
predict_time = 1.1
[node name="BoundaryManager" type="Node2D" parent="."]
script = ExtResource( 3 )
[node name="Player" type="KinematicBody2D" parent="BoundaryManager"]
position = Vector2( 49.2031, 556.936 )
position = Vector2( 47.3369, 329.724 )
rotation = 1.5708
collision_mask = 2
script = ExtResource( 2 )
@ -34,7 +35,7 @@ modulate = Color( 0.968627, 0.188235, 0.0352941, 1 )
texture = ExtResource( 6 )
[node name="Pursuer" type="KinematicBody2D" parent="BoundaryManager"]
position = Vector2( 868.495, 200 )
position = Vector2( 980, 550 )
collision_layer = 2
script = ExtResource( 1 )
@ -46,7 +47,8 @@ modulate = Color( 0.756863, 0.952941, 0.054902, 1 )
texture = ExtResource( 6 )
[node name="Seeker" type="KinematicBody2D" parent="BoundaryManager"]
position = Vector2( 821.24, 200 )
position = Vector2( 980, 150 )
rotation = 3.14159
collision_layer = 2
script = ExtResource( 1 )
use_seek = true

View File

@ -11,6 +11,7 @@ var _linear_velocity := Vector2()
var _linear_drag_coefficient := 0.025
var _angular_velocity := 0.0
var _angular_drag := 0.1
var _direction_face := GSTAgentLocation.new()
onready var agent := GSTSteeringAgent.new()
onready var accel := GSTTargetAcceleration.new()
@ -24,6 +25,10 @@ func _ready() -> void:
func _physics_process(delta: float) -> void:
_update_agent()
accel = _behavior.calculate_steering(accel)
_direction_face.position = agent.position + accel.linear.normalized()
accel = _orient_behavior.calculate_steering(accel)
_angular_velocity += accel.angular
@ -35,8 +40,7 @@ func _physics_process(delta: float) -> void:
rotation += _angular_velocity * delta
accel = _behavior.calculate_steering(accel)
_linear_velocity += Vector2(accel.linear.x, accel.linear.y)
_linear_velocity += GSTUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max
_linear_velocity = _linear_velocity.clamped(agent.linear_speed_max)
_linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
_linear_velocity = move_and_slide(_linear_velocity)
@ -48,12 +52,12 @@ func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float
else:
_behavior = GSTPursue.new(agent, player_agent, predict_time)
_orient_behavior = GSTLookWhereYouGo.new(agent)
_orient_behavior.alignment_tolerance = 0.001
_orient_behavior.deceleration_radius = PI/2
_orient_behavior = GSTFace.new(agent, _direction_face)
_orient_behavior.alignment_tolerance = deg2rad(5)
_orient_behavior.deceleration_radius = deg2rad(5)
agent.angular_acceleration_max = deg2rad(10)
agent.angular_speed_max = deg2rad(45)
agent.angular_acceleration_max = deg2rad(40)
agent.angular_speed_max = deg2rad(90)
agent.linear_acceleration_max = linear_accel_max
agent.linear_speed_max = linear_speed_max

View File

@ -39,7 +39,7 @@ func _physics_process(delta: float) -> void:
var movement := get_movement()
direction = Vector2(sin(-rotation), cos(rotation))
direction = GSTUtils.angle_to_vector2(rotation)
velocity += direction * acceleration_max * movement
velocity = velocity.clamped(speed_max)

View File

@ -16,7 +16,7 @@ func _face(acceleration: GSTTargetAcceleration, target_position: Vector3) -> GST
acceleration.set_zero()
return acceleration
else:
var orientation = GSTUtils.vector_to_angle(to_target)
var orientation = GSTUtils.vector3_to_angle(to_target)
return _match_orientation(acceleration, orientation)

View File

@ -12,5 +12,5 @@ func _calculate_steering(accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
accel.set_zero()
return accel
else:
var orientation := GSTUtils.vector_to_angle(agent.linear_velocity)
var orientation := GSTUtils.vector3_to_angle(agent.linear_velocity)
return _match_orientation(accel, orientation)

View File

@ -14,6 +14,7 @@ var _segments: Array
var _nearest_point_on_segment: Vector3
var _nearest_point_on_path: Vector3
func _init(waypoints: Array, open := false) -> void:
self.open = open
create_path(waypoints)

View File

@ -15,5 +15,13 @@ static func clampedv3(vector: Vector3, limit: float) -> Vector3:
#
# This assumes orientation for 2D agents or 3D agents that are upright and
# rotate around the Y axis.
static func vector_to_angle(vector: Vector3) -> float:
static func vector3_to_angle(vector: Vector3) -> float:
return atan2(vector.x, -vector.y)
# Returns a directional vector from the given orientation angle.
#
# This assumes orientation for 2D agents or 3D agents that are upright and
# rotate around the Y axis.
static func angle_to_vector2(angle: float) -> Vector2:
return Vector2(sin(-angle), cos(angle))