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https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Create a toy demo for Seek and Flee behaviors
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@ -83,6 +83,33 @@ _global_script_class_icons={
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config/name="godot-steering-toolkit"
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config/icon="res://icon.png"
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[input]
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sf_left={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":-1.0,"script":null)
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]
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}
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sf_right={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":0,"axis_value":1.0,"script":null)
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]
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}
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sf_up={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":-1.0,"script":null)
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]
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}
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sf_down={
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"deadzone": 0.5,
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"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
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, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":0,"axis":1,"axis_value":1.0,"script":null)
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]
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}
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[rendering]
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environment/default_environment="res://default_env.tres"
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src/Steering/Demos/SeekFlee/Boundary.gd
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src/Steering/Demos/SeekFlee/Boundary.gd
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@ -0,0 +1,13 @@
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extends StaticBody2D
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var rect: Rect2
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func _ready() -> void:
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var extents: = ($CollisionShape2D.shape as RectangleShape2D).extents
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rect = Rect2(-extents, extents*2)
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func _draw() -> void:
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draw_rect(rect, Color.yellowgreen)
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38
src/Steering/Demos/SeekFlee/Coward.gd
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src/Steering/Demos/SeekFlee/Coward.gd
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extends KinematicBody2D
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onready var radius: = ($CollisionShape2D.shape as CircleShape2D).radius
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var agent: SteeringAgent
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var player_agent: AgentLocation
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var flee: Flee
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var accel: = TargetAcceleration.new()
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var velocity: = Vector2.ZERO
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var speed: float
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var color: Color
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func _ready() -> void:
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agent = SteeringAgent.new()
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agent.max_linear_acceleration = speed/10
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agent.max_linear_speed = speed
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flee = Flee.new(agent, player_agent)
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func _draw() -> void:
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draw_circle(Vector2.ZERO, radius, color)
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func _physics_process(delta: float) -> void:
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_update_agent()
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accel = flee.calculate_steering(accel)
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velocity = (velocity + Vector2(accel.linear.x, accel.linear.y)).clamped(agent.max_linear_speed)
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velocity = move_and_slide(velocity)
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if velocity.length_squared() > 0:
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update()
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func _update_agent() -> void:
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agent.position = Vector3(global_position.x, global_position.y, 0)
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13
src/Steering/Demos/SeekFlee/Coward.tscn
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src/Steering/Demos/SeekFlee/Coward.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/Coward.gd" type="Script" id=1]
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[sub_resource type="CircleShape2D" id=1]
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[node name="Coward" type="KinematicBody2D"]
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collision_layer = 4
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collision_mask = 6
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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26
src/Steering/Demos/SeekFlee/Player.gd
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src/Steering/Demos/SeekFlee/Player.gd
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extends KinematicBody2D
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onready var _radius: = ($CollisionShape2D.shape as CircleShape2D).radius
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export var speed: = 150.0
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var player_agent: = AgentLocation.new()
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func _draw() -> void:
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draw_circle(Vector2.ZERO, _radius, Color.red)
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func _get_movement() -> Vector2:
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return Vector2(Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
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Input.get_action_strength("sf_down") - Input.get_action_strength("sf_up"))
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func _physics_process(delta: float) -> void:
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var movement: = _get_movement()
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if movement.length_squared() < 0.01:
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return
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move_and_slide(movement * speed)
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player_agent.position = Vector3(global_position.x, global_position.y, 0)
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80
src/Steering/Demos/SeekFlee/SeekFlee.tscn
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src/Steering/Demos/SeekFlee/SeekFlee.tscn
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/Player.gd" type="Script" id=1]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/Spawner.gd" type="Script" id=2]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/SeekFleeDemo.gd" type="Script" id=3]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/Seeker.tscn" type="PackedScene" id=4]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/Boundary.gd" type="Script" id=5]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/Coward.tscn" type="PackedScene" id=6]
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[sub_resource type="CircleShape2D" id=1]
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radius = 30.0
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[sub_resource type="RectangleShape2D" id=2]
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extents = Vector2( 10, 300 )
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[sub_resource type="RectangleShape2D" id=3]
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extents = Vector2( 512, 10 )
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[node name="SeekFleeDemo" type="Node2D"]
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script = ExtResource( 3 )
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__meta__ = {
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"_editor_description_": "A toy demo to demonstrate the usage for the Seek and Flee steering behaviors."
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}
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[node name="Camera2D" type="Camera2D" parent="."]
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current = true
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[node name="Player" type="KinematicBody2D" parent="."]
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collision_mask = 2
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
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shape = SubResource( 1 )
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[node name="LeftBoundary" type="StaticBody2D" parent="."]
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position = Vector2( -512, 0 )
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collision_layer = 2
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collision_mask = 5
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script = ExtResource( 5 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="LeftBoundary"]
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shape = SubResource( 2 )
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[node name="RightBoundary" type="StaticBody2D" parent="."]
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position = Vector2( 512, 0 )
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collision_layer = 2
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collision_mask = 5
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script = ExtResource( 5 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="RightBoundary"]
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shape = SubResource( 2 )
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[node name="TopBoundary" type="StaticBody2D" parent="."]
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position = Vector2( 0, -300 )
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collision_layer = 2
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collision_mask = 5
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script = ExtResource( 5 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="TopBoundary"]
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shape = SubResource( 3 )
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[node name="BottomBoundary" type="StaticBody2D" parent="."]
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position = Vector2( 0, 300 )
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collision_layer = 2
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collision_mask = 5
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script = ExtResource( 5 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="BottomBoundary"]
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shape = SubResource( 3 )
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[node name="SeekerSpawner" type="Node2D" parent="."]
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script = ExtResource( 2 )
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agent_scene = ExtResource( 4 )
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player = NodePath("../Player")
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[node name="FleeerSpawner" type="Node2D" parent="."]
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script = ExtResource( 2 )
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agent_scene = ExtResource( 6 )
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player = NodePath("../Player")
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agent_color = Color( 0.0980392, 0.886275, 0.517647, 1 )
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src/Steering/Demos/SeekFlee/SeekFleeDemo.gd
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src/Steering/Demos/SeekFlee/SeekFleeDemo.gd
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extends Node2D
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var camera_boundaries: Rect2
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func _init() -> void:
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camera_boundaries = Rect2(Vector2.ZERO, Vector2(ProjectSettings["display/window/size/width"], ProjectSettings["display/window/size/height"]))
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src/Steering/Demos/SeekFlee/Seeker.gd
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src/Steering/Demos/SeekFlee/Seeker.gd
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extends KinematicBody2D
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onready var radius: = ($CollisionShape2D.shape as CircleShape2D).radius
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var agent: SteeringAgent
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var player_agent: AgentLocation
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var seek: Seek
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var accel: = TargetAcceleration.new()
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var velocity: = Vector2.ZERO
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var speed: float
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var color: Color
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func _ready() -> void:
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agent = SteeringAgent.new()
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agent.max_linear_acceleration = speed/10
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agent.max_linear_speed = speed
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seek = Seek.new(agent, player_agent)
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func _draw() -> void:
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draw_circle(Vector2.ZERO, radius, color)
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func _physics_process(delta: float) -> void:
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_update_agent()
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accel = seek.calculate_steering(accel)
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velocity = (velocity + Vector2(accel.linear.x, accel.linear.y)).clamped(agent.max_linear_speed)
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velocity = move_and_slide(velocity)
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if velocity.length_squared() > 0:
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update()
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func _update_agent() -> void:
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agent.position = Vector3(global_position.x, global_position.y, 0)
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13
src/Steering/Demos/SeekFlee/Seeker.tscn
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src/Steering/Demos/SeekFlee/Seeker.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://src/Steering/Demos/SeekFlee/Seeker.gd" type="Script" id=1]
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[sub_resource type="CircleShape2D" id=1]
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[node name="Seeker" type="KinematicBody2D"]
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collision_layer = 4
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collision_mask = 6
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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src/Steering/Demos/SeekFlee/Spawner.gd
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src/Steering/Demos/SeekFlee/Spawner.gd
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extends Node2D
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onready var player_agent: AgentLocation = get_node(player).player_agent
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export(PackedScene) var agent_scene: PackedScene
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export var agent_count: = 10
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export var player: = NodePath()
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export var min_speed: = 50.0
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export var max_speed: = 125.0
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export var agent_color: = Color.blue
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func _ready() -> void:
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var boundaries: Rect2 = owner.camera_boundaries
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randomize()
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for i in range(agent_count):
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var new_pos: = Vector2(
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rand_range(-boundaries.size.x/2, boundaries.size.x/2),
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rand_range(-boundaries.size.y/2, boundaries.size.y/2)
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)
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var agent: = agent_scene.instance()
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agent.global_position = new_pos
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agent.player_agent = player_agent
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agent.speed = rand_range(min_speed, max_speed)
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agent.color = agent_color
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add_child(agent)
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