mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
Implement review suggestions to code
Razvan reviewed the code and suggested a number of changes to improve readability and make facets of the code more explicit and consistent.
This commit is contained in:
parent
35d9b2e1a6
commit
9f945cbf85
@ -1,37 +1,37 @@
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extends Node2D
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extends Node2D
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onready var _target: = $Target
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onready var target: = $Target
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onready var _arriver: = $Arriver
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onready var arriver: = $Arriver
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onready var _gui: = $GUI
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onready var gui: = $GUI
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func _ready() -> void:
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func _ready() -> void:
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_gui.connect("align_tolerance_changed", self, "_on_GUI_align_tolerance_changed")
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gui.connect("align_tolerance_changed", self, "_on_GUI_align_tolerance_changed")
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_gui.connect("decel_radius_changed", self, "_on_GUI_decel_radius_changed")
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gui.connect("decel_radius_changed", self, "_on_GUI_decel_radius_changed")
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_gui.connect("max_speed_changed", self, "_on_GUI_max_speed_changed")
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gui.connect("max_speed_changed", self, "_on_GUI_max_speed_changed")
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_gui.connect("max_accel_changed", self, "_on_GUI_max_accel_changed")
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gui.connect("max_accel_changed", self, "_on_GUI_max_accel_changed")
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_gui.max_speed.text = str(_arriver._agent.max_linear_speed)
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gui.max_speed.text = str(arriver._agent.max_linear_speed)
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_gui.max_accel.text = str(_arriver._agent.max_linear_acceleration)
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gui.max_accel.text = str(arriver._agent.max_linear_acceleration)
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_gui.arrival_tolerance.text = str(_arriver._arrive.arrival_tolerance)
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gui.arrival_tolerance.text = str(arriver._arrive.arrival_tolerance)
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_gui.deceleration_radius.text = str(_arriver._arrive.deceleration_radius)
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gui.deceleration_radius.text = str(arriver._arrive.deceleration_radius)
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func draw(location: Vector2) -> void:
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func draw(location: Vector2) -> void:
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_target.draw(location)
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target.draw(location)
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func _on_GUI_align_tolerance_changed(value: int) -> void:
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func _on_GUI_align_tolerance_changed(value: int) -> void:
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_arriver._arrive.arrival_tolerance = value
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arriver._arrive.arrival_tolerance = value
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func _on_GUI_decel_radius_changed(value: int) -> void:
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func _on_GUI_decel_radius_changed(value: int) -> void:
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_arriver._arrive.deceleration_radius = value
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arriver._arrive.deceleration_radius = value
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func _on_GUI_max_speed_changed(value: int) -> void:
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func _on_GUI_max_speed_changed(value: int) -> void:
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_arriver._agent.max_linear_speed = value
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arriver._agent.max_linear_speed = value
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func _on_GUI_max_accel_changed(value: int) -> void:
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func _on_GUI_max_accel_changed(value: int) -> void:
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_arriver._agent.max_linear_acceleration = value
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arriver._agent.max_linear_acceleration = value
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@ -8,7 +8,7 @@
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[sub_resource type="CircleShape2D" id=1]
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[sub_resource type="CircleShape2D" id=1]
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radius = 15.0
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radius = 15.0
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[node name="Arrive" type="Node2D"]
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[node name="ArriveDemo" type="Node2D"]
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script = ExtResource( 2 )
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script = ExtResource( 2 )
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[node name="Arriver" type="KinematicBody2D" parent="."]
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[node name="Arriver" type="KinematicBody2D" parent="."]
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@ -1,18 +1,20 @@
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extends KinematicBody2D
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extends KinematicBody2D
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onready var _radius: float = ($CollisionShape2D.shape as CircleShape2D).radius
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onready var collision_shape: = $CollisionShape2D
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onready var _agent: = GSTSteeringAgent.new()
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var _radius: = 0.0
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onready var _target: = GSTAgentLocation.new()
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var _agent: = GSTSteeringAgent.new()
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onready var _arrive: = GSTArrive.new(_agent, _target)
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var _target: = GSTAgentLocation.new()
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onready var _accel: = GSTTargetAcceleration.new()
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var _arrive: = GSTArrive.new(_agent, _target)
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var _accel: = GSTTargetAcceleration.new()
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var _velocity: = Vector2()
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var _velocity: = Vector2()
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var _drag: = 1.0
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var _drag: = 1.0
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func _ready() -> void:
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func _ready() -> void:
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_radius = collision_shape.shape.radius
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_agent.max_linear_acceleration = 10
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_agent.max_linear_acceleration = 10
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_agent.max_linear_speed = 200
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_agent.max_linear_speed = 200
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_arrive.arrival_tolerance = 25
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_arrive.arrival_tolerance = 25
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@ -2,33 +2,33 @@ extends Node2D
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onready var player: = $Player
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onready var player: = $Player
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onready var _gui: = $GUI
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onready var gui: = $GUI
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onready var _turret: = $Turret
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onready var turret: = $Turret
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func _ready() -> void:
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func _ready() -> void:
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_gui.connect("align_tolerance_changed", self, "_on_GUI_align_tolerance_changed")
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gui.connect("align_tolerance_changed", self, "_on_GUI_align_tolerance_changed")
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_gui.connect("decel_radius_changed", self, "_on_GUI_decel_radius_changed")
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gui.connect("decel_radius_changed", self, "_on_GUI_decel_radius_changed")
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_gui.connect("max_accel_changed", self, "_on_GUI_max_accel_changed")
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gui.connect("max_accel_changed", self, "_on_GUI_max_accel_changed")
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_gui.connect("max_speed_changed", self, "_on_GUI_max_speed_changed")
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gui.connect("max_speed_changed", self, "_on_GUI_max_speed_changed")
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_turret.setup()
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turret.setup()
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_gui.align_tolerance.text = str(int(rad2deg(_turret._face.alignment_tolerance)))
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gui.align_tolerance.text = str(int(rad2deg(turret._face.alignment_tolerance)))
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_gui.decel_radius.text = str(int(rad2deg(_turret._face.deceleration_radius)))
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gui.decel_radius.text = str(int(rad2deg(turret._face.deceleration_radius)))
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_gui.max_speed.text = str(int(rad2deg(_turret._agent.max_angular_speed)))
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gui.max_speed.text = str(int(rad2deg(turret._agent.max_angular_speed)))
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_gui.max_accel.text = str(int(rad2deg(_turret._agent.max_angular_acceleration)))
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gui.max_accel.text = str(int(rad2deg(turret._agent.max_angular_acceleration)))
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func _on_GUI_align_tolerance_changed(value: int) -> void:
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func _on_GUI_align_tolerance_changed(value: int) -> void:
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_turret._face.alignment_tolerance = deg2rad(value)
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turret._face.alignment_tolerance = deg2rad(value)
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func _on_GUI_decel_radius_changed(value: int) -> void:
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func _on_GUI_decel_radius_changed(value: int) -> void:
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_turret._face.deceleration_radius = deg2rad(value)
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turret._face.deceleration_radius = deg2rad(value)
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func _on_GUI_max_accel_changed(value: int) -> void:
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func _on_GUI_max_accel_changed(value: int) -> void:
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_turret._agent.max_angular_acceleration = deg2rad(value)
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turret._agent.max_angular_acceleration = deg2rad(value)
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func _on_GUI_max_speed_changed(value: int) -> void:
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func _on_GUI_max_speed_changed(value: int) -> void:
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_turret._agent.max_angular_speed = deg2rad(value)
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turret._agent.max_angular_speed = deg2rad(value)
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@ -1,8 +1,8 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=7 format=2]
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[ext_resource path="res://demos/face/Player.gd" type="Script" id=1]
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[ext_resource path="res://demos/face/Turret.gd" type="Script" id=1]
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[ext_resource path="res://demos/face/Turret.gd" type="Script" id=2]
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[ext_resource path="res://demos/face/FaceDemo.gd" type="Script" id=2]
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[ext_resource path="res://demos/face/FaceDemo.gd" type="Script" id=3]
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[ext_resource path="res://demos/face/Player.gd" type="Script" id=3]
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[ext_resource path="res://demos/face/GUI.tscn" type="PackedScene" id=4]
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[ext_resource path="res://demos/face/GUI.tscn" type="PackedScene" id=4]
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[sub_resource type="CircleShape2D" id=1]
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[sub_resource type="CircleShape2D" id=1]
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@ -11,22 +11,22 @@ radius = 20.0
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[sub_resource type="CircleShape2D" id=2]
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[sub_resource type="CircleShape2D" id=2]
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radius = 30.0
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radius = 30.0
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[node name="Face" type="Node2D"]
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[node name="FaceDemo" type="Node2D"]
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script = ExtResource( 3 )
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script = ExtResource( 2 )
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__meta__ = {
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__meta__ = {
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"_editor_description_": "A demo showing the usage of the Face steering behavior."
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"_editor_description_": "A demo showing the usage of the Face steering behavior."
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}
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}
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[node name="Player" type="KinematicBody2D" parent="."]
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[node name="Player" type="KinematicBody2D" parent="."]
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position = Vector2( 512, 450 )
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position = Vector2( 512, 450 )
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script = ExtResource( 1 )
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script = ExtResource( 3 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
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shape = SubResource( 1 )
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shape = SubResource( 1 )
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[node name="Turret" type="KinematicBody2D" parent="."]
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[node name="Turret" type="KinematicBody2D" parent="."]
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position = Vector2( 512, 150 )
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position = Vector2( 512, 150 )
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script = ExtResource( 2 )
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Turret"]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Turret"]
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shape = SubResource( 2 )
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shape = SubResource( 2 )
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@ -1,11 +1,17 @@
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extends KinematicBody2D
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extends KinematicBody2D
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onready var _radius: float = ($CollisionShape2D.shape as CircleShape2D).radius
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onready var collision_shape: = $CollisionShape2D
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onready var agent: = GSTAgentLocation.new()
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onready var agent: = GSTAgentLocation.new()
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export var speed: = 125.0
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export var speed: = 125.0
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var _radius: = 0.0
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func _ready() -> void:
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_radius = collision_shape.shape.radius
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func _draw() -> void:
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func _draw() -> void:
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draw_circle(Vector2.ZERO, _radius, Color.red)
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draw_circle(Vector2.ZERO, _radius, Color.red)
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@ -1,22 +1,29 @@
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extends KinematicBody2D
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extends KinematicBody2D
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onready var _radius: float = ($CollisionShape2D.shape as CircleShape2D).radius
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onready var collision_shape: = $CollisionShape2D
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onready var _cannon: = Rect2(Vector2(-5, 0), Vector2(10, -_radius*2))
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onready var _agent: = GSTSteeringAgent.new()
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var _radius: = 0.0
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onready var _accel: = GSTTargetAcceleration.new()
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var _cannon: Rect2
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var _agent: = GSTSteeringAgent.new()
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var _accel: = GSTTargetAcceleration.new()
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var _angular_velocity: = 0.0
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var _angular_velocity: = 0.0
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var _angular_drag: = 1.0
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var _angular_drag: = 1.0
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var _face: GSTFace
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var _face: GSTFace
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func _ready() -> void:
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_radius = collision_shape.shape.radius
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_cannon = Rect2(Vector2(-5, 0), Vector2(10, -_radius*2))
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func _draw() -> void:
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func _draw() -> void:
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draw_rect(_cannon, Color.blue)
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draw_rect(_cannon, Color.blue)
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draw_circle(Vector2.ZERO, _radius, Color.teal)
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draw_circle(Vector2.ZERO, _radius, Color.teal)
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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if not _face:
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if not _face:
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return
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return
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@ -4,8 +4,8 @@ Wraps the ships' positions around the world border, and controls their rendering
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"""
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"""
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onready var _ships: = [$Player, $Pursuer, $Seeker]
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onready var ShipType: = preload("res://demos/pursue_vs_seek/Ship.gd")
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onready var ShipType: = preload("res://demos/pursue_vs_seek/Ship.gd")
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onready var ships: = [$Player, $Pursuer, $Seeker]
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var _clones: = {}
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var _clones: = {}
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var _world_bounds: Vector2
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var _world_bounds: Vector2
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@ -17,8 +17,8 @@ func _ready() -> void:
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ProjectSettings["display/window/size/height"]
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ProjectSettings["display/window/size/height"]
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)
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)
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for i in range(_ships.size()):
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for i in range(ships.size()):
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var ship: Node2D = _ships[i]
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var ship: Node2D = ships[i]
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var world_pos: = ship.position
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var world_pos: = ship.position
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for i in range(3):
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for i in range(3):
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extends Node2D
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extends Node2D
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onready var _gui: = $GUI
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onready var gui: = $GUI
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onready var _pursuer: = $BoundaryManager/Pursuer
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onready var pursuer: = $BoundaryManager/Pursuer
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onready var _seeker: = $BoundaryManager/Seeker
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onready var seeker: = $BoundaryManager/Seeker
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func _ready() -> void:
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func _ready() -> void:
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_gui.linear_speed.text = str(_pursuer.agent.max_linear_speed)
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gui.linear_speed.text = str(pursuer.agent.max_linear_speed)
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_gui.linear_accel.text = str(_pursuer.agent.max_linear_acceleration)
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gui.linear_accel.text = str(pursuer.agent.max_linear_acceleration)
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_gui.connect("linear_accel_changed", self, "_on_GUI_linear_accel_changed")
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gui.connect("linear_accel_changed", self, "_on_GUI_linear_accel_changed")
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_gui.connect("linear_speed_changed", self, "_on_GUI_linear_speed_changed")
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gui.connect("linear_speed_changed", self, "_on_GUI_linear_speed_changed")
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func _on_GUI_linear_accel_changed(value: int) -> void:
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func _on_GUI_linear_accel_changed(value: int) -> void:
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_pursuer.agent.max_linear_acceleration = float(value)
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pursuer.agent.max_linear_acceleration = float(value)
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_seeker.agent.max_linear_acceleration = float(value)
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seeker.agent.max_linear_acceleration = float(value)
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func _on_GUI_linear_speed_changed(value: int) -> void:
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func _on_GUI_linear_speed_changed(value: int) -> void:
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_pursuer.agent.max_linear_speed = float(value)
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pursuer.agent.max_linear_speed = float(value)
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_seeker.agent.max_linear_speed = float(value)
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seeker.agent.max_linear_speed = float(value)
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[gd_scene load_steps=6 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://demos/pursue_vs_seek/Pursuer.gd" type="Script" id=1]
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[ext_resource path="res://demos/pursue_vs_seek/Pursuer.gd" type="Script" id=1]
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[ext_resource path="res://demos/pursue_vs_seek/BoundaryManager.gd" type="Script" id=2]
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[ext_resource path="res://demos/pursue_vs_seek/Player.gd" type="Script" id=2]
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[ext_resource path="res://demos/pursue_vs_seek/Player.gd" type="Script" id=3]
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[ext_resource path="res://demos/pursue_vs_seek/BoundaryManager.gd" type="Script" id=3]
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[ext_resource path="res://demos/pursue_vs_seek/GUI.tscn" type="PackedScene" id=4]
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[ext_resource path="res://demos/pursue_vs_seek/PursueVSSeekDemo.gd" type="Script" id=4]
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[ext_resource path="res://demos/pursue_vs_seek/PursueVSSeekDemo.gd" type="Script" id=5]
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[ext_resource path="res://demos/pursue_vs_seek/GUI.tscn" type="PackedScene" id=5]
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[node name="PursueVSSeek" type="Node2D"]
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[node name="PursueVSSeekDemo" type="Node2D"]
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script = ExtResource( 5 )
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script = ExtResource( 4 )
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__meta__ = {
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__meta__ = {
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"_editor_description_": "Toy demo to demonstrate the use of the Pursue contrasted to the more naive Seek steering behavior."
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"_editor_description_": "Toy demo to demonstrate the use of the Pursue contrasted to the more naive Seek steering behavior."
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}
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}
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[node name="BoundaryManager" type="Node2D" parent="."]
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[node name="BoundaryManager" type="Node2D" parent="."]
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script = ExtResource( 2 )
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script = ExtResource( 3 )
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[node name="Player" type="KinematicBody2D" parent="BoundaryManager"]
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[node name="Player" type="KinematicBody2D" parent="BoundaryManager"]
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position = Vector2( 49.2031, 556.936 )
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position = Vector2( 49.2031, 556.936 )
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rotation = 1.5708
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rotation = 1.5708
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collision_mask = 2
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collision_mask = 2
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script = ExtResource( 3 )
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script = ExtResource( 2 )
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color = Color( 1, 0, 0, 1 )
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color = Color( 1, 0, 0, 1 )
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||||||
|
|
||||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="BoundaryManager/Player"]
|
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="BoundaryManager/Player"]
|
||||||
@ -46,6 +46,6 @@ use_seek = true
|
|||||||
modulate = Color( 0.317647, 0.317647, 0.317647, 1 )
|
modulate = Color( 0.317647, 0.317647, 0.317647, 1 )
|
||||||
polygon = PoolVector2Array( 0, -30, -25, 25, 25, 25 )
|
polygon = PoolVector2Array( 0, -30, -25, 25, 25, 25 )
|
||||||
|
|
||||||
[node name="GUI" parent="." instance=ExtResource( 4 )]
|
[node name="GUI" parent="." instance=ExtResource( 5 )]
|
||||||
margin_right = 261.0
|
margin_right = 261.0
|
||||||
margin_bottom = 150.0
|
margin_bottom = 150.0
|
@ -4,11 +4,17 @@ Class to control the player in basic left/right up/down movement.
|
|||||||
"""
|
"""
|
||||||
|
|
||||||
|
|
||||||
onready var _radius: = ($CollisionShape2D.shape as CircleShape2D).radius
|
onready var collision_shape: = $CollisionShape2D
|
||||||
onready var agent: = GSTAgentLocation.new()
|
onready var agent: = GSTAgentLocation.new()
|
||||||
|
|
||||||
export var speed: = 150.0
|
export var speed: = 150.0
|
||||||
|
|
||||||
|
var _radius: = 0.0
|
||||||
|
|
||||||
|
|
||||||
|
func _ready() -> void:
|
||||||
|
_radius = collision_shape.shape.radius
|
||||||
|
|
||||||
|
|
||||||
func _draw() -> void:
|
func _draw() -> void:
|
||||||
draw_circle(Vector2.ZERO, _radius, Color.red)
|
draw_circle(Vector2.ZERO, _radius, Color.red)
|
||||||
|
@ -6,7 +6,7 @@ Access helper class for children to access window boundaries.
|
|||||||
|
|
||||||
onready var player: KinematicBody2D = $Player
|
onready var player: KinematicBody2D = $Player
|
||||||
onready var spawner: Node2D = $Spawner
|
onready var spawner: Node2D = $Spawner
|
||||||
onready var _gui: = $GUI
|
onready var gui: = $GUI
|
||||||
|
|
||||||
var camera_boundaries: Rect2
|
var camera_boundaries: Rect2
|
||||||
|
|
||||||
@ -35,5 +35,5 @@ func _ready() -> void:
|
|||||||
entity.player_agent = player.agent
|
entity.player_agent = player.agent
|
||||||
entity.speed = rng.randf_range(spawner.min_speed, spawner.max_speed)
|
entity.speed = rng.randf_range(spawner.min_speed, spawner.max_speed)
|
||||||
entity.color = spawner.entity_color
|
entity.color = spawner.entity_color
|
||||||
_gui.connect("mode_changed", entity, "_on_GUI_mode_changed")
|
gui.connect("mode_changed", entity, "_on_GUI_mode_changed")
|
||||||
spawner.add_child(entity)
|
spawner.add_child(entity)
|
||||||
|
@ -1,11 +1,11 @@
|
|||||||
[gd_scene load_steps=10 format=2]
|
[gd_scene load_steps=10 format=2]
|
||||||
|
|
||||||
[ext_resource path="res://demos/seek_and_flee/Player.gd" type="Script" id=1]
|
[ext_resource path="res://demos/seek_and_flee/Boundary.gd" type="Script" id=1]
|
||||||
[ext_resource path="res://demos/seek_and_flee/Spawner.gd" type="Script" id=2]
|
[ext_resource path="res://demos/seek_and_flee/Player.gd" type="Script" id=2]
|
||||||
[ext_resource path="res://demos/seek_and_flee/SeekFleeDemo.gd" type="Script" id=3]
|
[ext_resource path="res://demos/seek_and_flee/SeekFleeDemo.gd" type="Script" id=3]
|
||||||
[ext_resource path="res://demos/seek_and_flee/Seeker.tscn" type="PackedScene" id=4]
|
[ext_resource path="res://demos/seek_and_flee/Spawner.gd" type="Script" id=4]
|
||||||
[ext_resource path="res://demos/seek_and_flee/Boundary.gd" type="Script" id=5]
|
[ext_resource path="res://demos/seek_and_flee/GUI.tscn" type="PackedScene" id=5]
|
||||||
[ext_resource path="res://demos/seek_and_flee/GUI.tscn" type="PackedScene" id=7]
|
[ext_resource path="res://demos/seek_and_flee/Seeker.tscn" type="PackedScene" id=6]
|
||||||
|
|
||||||
[sub_resource type="CircleShape2D" id=1]
|
[sub_resource type="CircleShape2D" id=1]
|
||||||
radius = 30.0
|
radius = 30.0
|
||||||
@ -27,7 +27,7 @@ current = true
|
|||||||
|
|
||||||
[node name="Player" type="KinematicBody2D" parent="."]
|
[node name="Player" type="KinematicBody2D" parent="."]
|
||||||
collision_mask = 2
|
collision_mask = 2
|
||||||
script = ExtResource( 1 )
|
script = ExtResource( 2 )
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
|
||||||
shape = SubResource( 1 )
|
shape = SubResource( 1 )
|
||||||
@ -36,7 +36,7 @@ shape = SubResource( 1 )
|
|||||||
position = Vector2( -512, 0 )
|
position = Vector2( -512, 0 )
|
||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
collision_mask = 5
|
collision_mask = 5
|
||||||
script = ExtResource( 5 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="LeftBoundary"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="LeftBoundary"]
|
||||||
shape = SubResource( 2 )
|
shape = SubResource( 2 )
|
||||||
@ -45,7 +45,7 @@ shape = SubResource( 2 )
|
|||||||
position = Vector2( 512, 0 )
|
position = Vector2( 512, 0 )
|
||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
collision_mask = 5
|
collision_mask = 5
|
||||||
script = ExtResource( 5 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="RightBoundary"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="RightBoundary"]
|
||||||
shape = SubResource( 2 )
|
shape = SubResource( 2 )
|
||||||
@ -54,7 +54,7 @@ shape = SubResource( 2 )
|
|||||||
position = Vector2( 0, -300 )
|
position = Vector2( 0, -300 )
|
||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
collision_mask = 5
|
collision_mask = 5
|
||||||
script = ExtResource( 5 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="TopBoundary"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="TopBoundary"]
|
||||||
shape = SubResource( 3 )
|
shape = SubResource( 3 )
|
||||||
@ -63,16 +63,16 @@ shape = SubResource( 3 )
|
|||||||
position = Vector2( 0, 300 )
|
position = Vector2( 0, 300 )
|
||||||
collision_layer = 2
|
collision_layer = 2
|
||||||
collision_mask = 5
|
collision_mask = 5
|
||||||
script = ExtResource( 5 )
|
script = ExtResource( 1 )
|
||||||
|
|
||||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="BottomBoundary"]
|
[node name="CollisionShape2D" type="CollisionShape2D" parent="BottomBoundary"]
|
||||||
shape = SubResource( 3 )
|
shape = SubResource( 3 )
|
||||||
|
|
||||||
[node name="Spawner" type="Node2D" parent="."]
|
[node name="Spawner" type="Node2D" parent="."]
|
||||||
script = ExtResource( 2 )
|
script = ExtResource( 4 )
|
||||||
Entity = ExtResource( 4 )
|
Entity = ExtResource( 6 )
|
||||||
|
|
||||||
[node name="GUI" parent="." instance=ExtResource( 7 )]
|
[node name="GUI" parent="." instance=ExtResource( 5 )]
|
||||||
margin_left = -512.0
|
margin_left = -512.0
|
||||||
margin_top = -300.0
|
margin_top = -300.0
|
||||||
margin_right = -414.0
|
margin_right = -414.0
|
@ -4,7 +4,7 @@ AI agent that uses the Seek behavior to hone in on the player's location as dire
|
|||||||
"""
|
"""
|
||||||
|
|
||||||
|
|
||||||
onready var radius: = ($CollisionShape2D.shape as CircleShape2D).radius
|
onready var collision_shape: = $CollisionShape2D
|
||||||
|
|
||||||
onready var agent: = GSTSteeringAgent.new()
|
onready var agent: = GSTSteeringAgent.new()
|
||||||
onready var accel: = GSTTargetAcceleration.new()
|
onready var accel: = GSTTargetAcceleration.new()
|
||||||
@ -16,11 +16,13 @@ var player_agent: GSTAgentLocation
|
|||||||
var velocity: = Vector2.ZERO
|
var velocity: = Vector2.ZERO
|
||||||
var speed: float
|
var speed: float
|
||||||
var color: Color
|
var color: Color
|
||||||
|
var radius: = 0.0
|
||||||
|
|
||||||
|
|
||||||
func _ready() -> void:
|
func _ready() -> void:
|
||||||
agent.max_linear_acceleration = speed/10
|
agent.max_linear_acceleration = speed/10
|
||||||
agent.max_linear_speed = speed
|
agent.max_linear_speed = speed
|
||||||
|
radius = collision_shape.shape.radius
|
||||||
|
|
||||||
|
|
||||||
func _draw() -> void:
|
func _draw() -> void:
|
||||||
|
@ -20,9 +20,9 @@ func add_scaled_accel(accel: GSTTargetAcceleration, scalar: float) -> void:
|
|||||||
angular += accel.angular * scalar
|
angular += accel.angular * scalar
|
||||||
|
|
||||||
|
|
||||||
func get_squared_magnitude() -> float:
|
func get_magnitude_squared() -> float:
|
||||||
return linear.length_squared() + angular * angular
|
return linear.length_squared() + angular * angular
|
||||||
|
|
||||||
|
|
||||||
func get_magnitude() -> float:
|
func get_magnitude() -> float:
|
||||||
return sqrt(get_squared_magnitude())
|
return sqrt(get_magnitude_squared())
|
||||||
|
@ -5,8 +5,8 @@ Useful math and utility functions to complement Godot's own.
|
|||||||
|
|
||||||
|
|
||||||
static func clampedv3(vector: Vector3, limit: float) -> Vector3:
|
static func clampedv3(vector: Vector3, limit: float) -> Vector3:
|
||||||
var len2: = vector.length_squared()
|
var length_squared: = vector.length_squared()
|
||||||
var limit2: = limit * limit
|
var limit_squared: = limit * limit
|
||||||
if len2 > limit2:
|
if length_squared > limit_squared:
|
||||||
vector *= sqrt(limit2 / len2)
|
vector *= sqrt(limit_squared / length_squared)
|
||||||
return vector
|
return vector
|
||||||
|
@ -5,6 +5,9 @@ Blends multiple steering behaviors into one, and returns acceleration combining
|
|||||||
|
|
||||||
Each behavior is associated with a weight - a modifier by which the result will be multiplied by,
|
Each behavior is associated with a weight - a modifier by which the result will be multiplied by,
|
||||||
then added to a total acceleration.
|
then added to a total acceleration.
|
||||||
|
|
||||||
|
Each behavior is stored internally as a `Dictionary` with a `behavior` key with a value of type
|
||||||
|
`GSTSteeringBehavior` and a `weight` key with a value of type float.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
|
||||||
@ -18,36 +21,26 @@ func _init(agent: GSTSteeringAgent).(agent) -> void:
|
|||||||
|
|
||||||
func add(behavior: GSTSteeringBehavior, weight: float) -> void:
|
func add(behavior: GSTSteeringBehavior, weight: float) -> void:
|
||||||
behavior.agent = agent
|
behavior.agent = agent
|
||||||
_behaviors.append(GSTBehaviorAndWeight.new(behavior, weight))
|
_behaviors.append({behavior = behavior, weight = weight})
|
||||||
|
|
||||||
|
|
||||||
func get_behavior_at(index: int) -> GSTBehaviorAndWeight:
|
func get_behavior_at(index: int) -> Dictionary:
|
||||||
if _behaviors.size() > index:
|
if _behaviors.size() > index:
|
||||||
return _behaviors[index]
|
return _behaviors[index]
|
||||||
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()))
|
printerr("Tried to get index " + str(index) + " in array of size " + str(_behaviors.size()))
|
||||||
return null
|
return {}
|
||||||
|
|
||||||
|
|
||||||
func _calculate_steering(blended_accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
func _calculate_steering(blended_accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
||||||
blended_accel.set_zero()
|
blended_accel.set_zero()
|
||||||
|
|
||||||
for i in range(_behaviors.size()):
|
for i in range(_behaviors.size()):
|
||||||
var bw: GSTBehaviorAndWeight = _behaviors[i]
|
var bw: Dictionary = _behaviors[i]
|
||||||
bw.behavior.calculate_steering(_accel)
|
bw.behavior.calculate_steering(_accel)
|
||||||
|
|
||||||
blended_accel.add_scaled_accel(_accel, bw.weight)
|
blended_accel.add_scaled_accel(_accel, bw.weight)
|
||||||
|
|
||||||
blended_accel.linear = Utils.clampedv3(blended_accel.linear, agent.max_linear_acceleration)
|
blended_accel.linear = Utils.clampedv3(blended_accel.linear, agent.max_linear_acceleration)
|
||||||
if blended_accel.angular > agent.max_angular_acceleration:
|
blended_accel.angular = min(blended_accel.angular, agent.max_angular_acceleration)
|
||||||
blended_accel.angular = agent.max_angular_acceleration
|
|
||||||
|
|
||||||
return blended_accel
|
return blended_accel
|
||||||
|
|
||||||
|
|
||||||
class GSTBehaviorAndWeight:
|
|
||||||
var behavior: GSTSteeringBehavior
|
|
||||||
var weight: float
|
|
||||||
|
|
||||||
func _init(behavior: GSTSteeringBehavior, weight: float) -> void:
|
|
||||||
self.behavior = behavior
|
|
||||||
self.weight = weight
|
|
||||||
|
@ -19,7 +19,7 @@ func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent) -> void:
|
|||||||
func _match_orientation(acceleration: GSTTargetAcceleration, desired_orientation: float) -> GSTTargetAcceleration:
|
func _match_orientation(acceleration: GSTTargetAcceleration, desired_orientation: float) -> GSTTargetAcceleration:
|
||||||
var rotation: = wrapf(desired_orientation - agent.orientation, -PI, PI)
|
var rotation: = wrapf(desired_orientation - agent.orientation, -PI, PI)
|
||||||
|
|
||||||
var rotation_size: = -rotation if rotation < 0 else rotation
|
var rotation_size: = abs(rotation)
|
||||||
|
|
||||||
if rotation_size <= alignment_tolerance:
|
if rotation_size <= alignment_tolerance:
|
||||||
acceleration.set_zero()
|
acceleration.set_zero()
|
||||||
@ -33,7 +33,7 @@ func _match_orientation(acceleration: GSTTargetAcceleration, desired_orientation
|
|||||||
|
|
||||||
acceleration.angular = (desired_rotation - agent.angular_velocity) / time_to_reach
|
acceleration.angular = (desired_rotation - agent.angular_velocity) / time_to_reach
|
||||||
|
|
||||||
var limited_acceleration: = -acceleration.angular if acceleration.angular < 0 else acceleration.angular
|
var limited_acceleration: = abs(acceleration.angular)
|
||||||
if limited_acceleration > agent.max_angular_acceleration:
|
if limited_acceleration > agent.max_angular_acceleration:
|
||||||
acceleration.angular *= agent.max_angular_acceleration / limited_acceleration
|
acceleration.angular *= agent.max_angular_acceleration / limited_acceleration
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user