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https://github.com/Relintai/godot-steering-ai-framework.git
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Simplify code in the FollowPath demo
Use draw_polyline to draw the path Renamed some variables
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@ -5,39 +5,36 @@ signal path_established(points)
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var active_points := []
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var active_points := []
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var drawing := false
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var is_drawing := false
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var distance_threshold := 100.0
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var distance_threshold := 100.0
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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if drawing:
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if is_drawing:
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active_points.append(event.position)
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active_points.append(event.position)
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update()
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update()
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elif event is InputEventMouseButton:
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elif event is InputEventMouseButton:
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if event.pressed and event.button_index == BUTTON_LEFT:
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if event.pressed and event.button_index == BUTTON_LEFT:
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active_points.clear()
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active_points.clear()
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active_points.append(event.position)
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active_points.append(event.position)
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drawing = true
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is_drawing = true
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update()
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update()
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elif not event.pressed:
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elif not event.pressed:
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drawing = false
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is_drawing = false
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if active_points.size() >= 2:
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if active_points.size() >= 2:
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_simplify()
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_simplify()
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func _draw() -> void:
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func _draw() -> void:
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if drawing:
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if is_drawing:
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for point in active_points:
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for point in active_points:
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draw_circle(point, 1, Color.red)
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draw_circle(point, 1, Color.red)
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else:
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else:
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if active_points.size() > 0:
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if active_points.size() > 0:
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draw_circle(active_points.front(), 2, Color.red)
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draw_circle(active_points.front(), 2, Color.red)
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draw_circle(active_points.back(), 2, Color.yellow)
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draw_circle(active_points.back(), 2, Color.yellow)
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for i in range(1, active_points.size()):
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draw_polyline(active_points, Color.skyblue, 1.0)
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var start: Vector2 = active_points[i-1]
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var end: Vector2 = active_points[i]
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draw_line(start, end, Color.skyblue)
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func _simplify() -> void:
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func _simplify() -> void:
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@ -6,6 +6,7 @@ var _accel := GSTTargetAcceleration.new()
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var _valid := false
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var _valid := false
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var _drag := 0.1
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var _drag := 0.1
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onready var agent := GSTKinematicBody2DAgent.new(self)
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onready var agent := GSTKinematicBody2DAgent.new(self)
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onready var path := GSTPath.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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@ -40,8 +41,8 @@ func _physics_process(delta: float) -> void:
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func _on_Drawer_path_established(points: Array) -> void:
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func _on_Drawer_path_established(points: Array) -> void:
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var points3 := []
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var positions := PoolVector3Array()
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for p in points:
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for p in points:
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points3.append(Vector3(p.x, p.y, 0))
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positions.append(Vector3(p.x, p.y, 0))
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path.create_path(points3)
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path.create_path(positions)
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_valid = true
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_valid = true
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