mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-10 00:52:10 +01:00
Update folder structure for FoollowPath Demo
This commit is contained in:
commit
f3f40848a1
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@ -2,10 +2,7 @@
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[ext_resource path="res://assets/theme/fonts/montserrat/Montserrat-Medium.ttf" type="DynamicFontData" id=1]
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[resource]
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size = 20
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use_filter = true
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font_data = ExtResource( 1 )
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@ -2,10 +2,7 @@
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[ext_resource path="res://assets/theme/fonts/montserrat/Montserrat-Bold.ttf" type="DynamicFontData" id=1]
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[resource]
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size = 20
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use_filter = true
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||||
font_data = ExtResource( 1 )
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||||
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||||
|
@ -2,10 +2,7 @@
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||||
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||||
[ext_resource path="res://assets/theme/fonts/source_code_pro/SourceCodePro-Medium.otf" type="DynamicFontData" id=1]
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||||
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||||
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||||
[resource]
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||||
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||||
size = 20
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||||
use_filter = true
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||||
font_data = ExtResource( 1 )
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||||
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||||
|
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@ -1,7 +1,5 @@
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[gd_resource type="StyleBoxLine" format=2]
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||||
[resource]
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color = Color( 1, 1, 1, 0.196078 )
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thickness = 2
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71
project/demos/Arrive/ArriveDemo.gd
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71
project/demos/Arrive/ArriveDemo.gd
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@ -0,0 +1,71 @@
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extends Node2D
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onready var target := $Target
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onready var arriver := $Arriver
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export(float, 0, 2000, 40) var max_linear_speed := 800.0 setget set_max_linear_speed
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export(float, 0, 200, 1) var max_linear_acceleration := 80.0 setget set_max_linear_acceleration
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export(float, 0, 100, 0.1) var arrival_tolerance := 25.0 setget set_arrival_tolerance
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export(float, 0, 500, 10) var deceleration_radius := 125.0 setget set_deceleration_radius
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const COLORS := {
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deceleration_radius = Color(0.9, 1, 0, 0.1),
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arrival_tolerance = Color(0.5, 0.7, 0.9, 0.2)
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}
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func _ready() -> void:
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target.position = arriver.global_position
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arriver.setup(
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max_linear_speed,
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max_linear_acceleration,
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arrival_tolerance,
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deceleration_radius
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)
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.is_pressed():
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arriver.target.position = Vector3(event.position.x, event.position.y, 0)
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target.position = event.position
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update()
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func _draw():
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draw_circle(target.position, deceleration_radius, COLORS.deceleration_radius)
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draw_circle(target.position, arrival_tolerance, COLORS.arrival_tolerance)
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func set_arrival_tolerance(value: float) -> void:
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if not is_inside_tree():
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return
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arrival_tolerance = value
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arriver.arrive.arrival_tolerance = value
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update()
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func set_deceleration_radius(value: float) -> void:
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if not is_inside_tree():
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return
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deceleration_radius = value
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arriver.arrive.deceleration_radius = value
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update()
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func set_max_linear_speed(value: float) -> void:
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if not is_inside_tree():
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return
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max_linear_speed = value
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arriver.agent.max_linear_speed = value
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func set_max_linear_acceleration(value: float) -> void:
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if not is_inside_tree():
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return
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max_linear_acceleration = value
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arriver.agent.max_linear_acceleration = value
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49
project/demos/Arrive/ArriveDemo.tscn
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49
project/demos/Arrive/ArriveDemo.tscn
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@ -0,0 +1,49 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://demos/Arrive/Arriver.gd" type="Script" id=1]
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[ext_resource path="res://assets/theme/gdquest.theme" type="Theme" id=2]
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||||
[ext_resource path="res://demos/Arrive/ArriveDemo.gd" type="Script" id=3]
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||||
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=4]
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[sub_resource type="CircleShape2D" id=1]
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radius = 16.0
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[node name="ArriveDemo" type="Node2D"]
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script = ExtResource( 3 )
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[node name="Arriver" type="KinematicBody2D" parent="."]
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show_behind_parent = true
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position = Vector2( 512, 300 )
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Arriver"]
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shape = SubResource( 1 )
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[node name="Sprite" type="Sprite" parent="Arriver"]
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modulate = Color( 0.952941, 0.172549, 0.0431373, 1 )
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texture = ExtResource( 4 )
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[node name="Target" type="Node2D" parent="."]
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position = Vector2( 0, 1 )
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[node name="GUI" type="PanelContainer" parent="."]
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anchor_right = 1.0
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margin_right = 1024.0
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margin_bottom = 87.0
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rect_min_size = Vector2( 1024, 0 )
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theme = ExtResource( 2 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="MarginContainer" type="MarginContainer" parent="GUI"]
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margin_right = 1024.0
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margin_bottom = 87.0
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[node name="Label" type="Label" parent="GUI/MarginContainer"]
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margin_left = 16.0
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margin_top = 16.0
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margin_right = 1008.0
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margin_bottom = 71.0
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text = "Arrive Demo
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Mouse click to make the red \"Player\" move to the yellow target"
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37
project/demos/Arrive/Arriver.gd
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37
project/demos/Arrive/Arriver.gd
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@ -0,0 +1,37 @@
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extends KinematicBody2D
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var agent := GSTSteeringAgent.new()
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var target := GSTAgentLocation.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 _drag := 0.1
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func _physics_process(delta: float) -> void:
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_update_agent()
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_accel = arrive.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag).clamped(agent.max_linear_speed)
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_velocity = move_and_slide(_velocity)
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func setup(
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max_linear_speed: float,
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max_linear_acceleration: float,
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arrival_tolerance: float,
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deceleration_radius: float
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) -> void:
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agent.max_linear_speed = max_linear_speed
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agent.max_linear_acceleration = max_linear_acceleration
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agent.position = Vector3(global_position.x, global_position.y, 0)
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arrive.deceleration_radius = deceleration_radius
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arrive.arrival_tolerance = arrival_tolerance
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target.position = agent.position
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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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agent.linear_velocity = Vector3(_velocity.x, _velocity.y, 0)
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63
project/demos/Face/FaceDemo.gd
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63
project/demos/Face/FaceDemo.gd
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@ -0,0 +1,63 @@
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extends Node2D
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onready var player := $Player
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onready var gui := $GUI
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onready var turret := $Turret
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export(int, 0, 359) var max_angular_speed := 90 setget set_max_angular_speed
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export(int, 0, 359) var max_angular_accel := 5 setget set_max_angular_accel
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export(int, 0, 180) var align_tolerance := 5 setget set_align_tolerance
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export(int, 0, 359) var deceleration_radius := 45 setget set_deceleration_radius
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export(float, 0, 1000) var player_speed := 600.0 setget set_player_speed
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func _ready() -> void:
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player.speed = player_speed
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turret.setup(
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player.agent,
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deg2rad(align_tolerance),
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deg2rad(deceleration_radius),
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deg2rad(max_angular_accel),
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deg2rad(max_angular_speed)
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)
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func set_align_tolerance(value: int) -> void:
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if not is_inside_tree():
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return
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align_tolerance = value
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turret.face.alignment_tolerance = deg2rad(value)
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func set_deceleration_radius(value: int) -> void:
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if not is_inside_tree():
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return
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deceleration_radius = value
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turret.face.deceleration_radius = deg2rad(value)
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func set_max_angular_accel(value: int) -> void:
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if not is_inside_tree():
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return
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max_angular_accel = value
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turret.agent.max_angular_acceleration = deg2rad(value)
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func set_max_angular_speed(value: int) -> void:
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if not is_inside_tree():
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return
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max_angular_speed = value
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turret.agent.max_angular_speed = deg2rad(value)
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func set_player_speed(value: float) -> void:
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if not is_inside_tree():
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return
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player_speed = value
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player.speed = player_speed
|
@ -1,10 +1,11 @@
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[gd_scene load_steps=8 format=2]
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[gd_scene load_steps=9 format=2]
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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/FaceDemo.gd" type="Script" id=2]
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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/Turret.gd" type="Script" id=1]
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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/Player.gd" type="Script" id=3]
|
||||
[ext_resource path="res://assets/sprites/large_circle.png" type="Texture" id=4]
|
||||
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=5]
|
||||
[ext_resource path="res://assets/theme/gdquest.theme" type="Theme" id=6]
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||||
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||||
[sub_resource type="CircleShape2D" id=1]
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||||
radius = 16.0
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||||
@ -30,7 +31,7 @@ modulate = Color( 0.945098, 0.215686, 0.0705882, 1 )
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texture = ExtResource( 5 )
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||||
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[node name="Turret" type="KinematicBody2D" parent="."]
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||||
position = Vector2( 512, 150 )
|
||||
position = Vector2( 512, 286.288 )
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||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Turret"]
|
||||
@ -39,3 +40,23 @@ shape = SubResource( 2 )
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||||
[node name="Sprite" type="Sprite" parent="Turret"]
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||||
modulate = Color( 0.137255, 0.866667, 0.647059, 1 )
|
||||
texture = ExtResource( 4 )
|
||||
|
||||
[node name="GUI" type="PanelContainer" parent="."]
|
||||
margin_right = 1024.0
|
||||
margin_bottom = 14.0
|
||||
theme = ExtResource( 6 )
|
||||
__meta__ = {
|
||||
"_edit_use_anchors_": false
|
||||
}
|
||||
|
||||
[node name="MarginContainer" type="MarginContainer" parent="GUI"]
|
||||
margin_right = 1024.0
|
||||
margin_bottom = 87.0
|
||||
|
||||
[node name="Label" type="Label" parent="GUI/MarginContainer"]
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||||
margin_left = 16.0
|
||||
margin_top = 16.0
|
||||
margin_right = 1008.0
|
||||
margin_bottom = 71.0
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||||
text = "Face Demo
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||||
Move the player around with WASD and notice the turret orient itself"
|
22
project/demos/Face/Player.gd
Normal file
22
project/demos/Face/Player.gd
Normal file
@ -0,0 +1,22 @@
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extends KinematicBody2D
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||||
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||||
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||||
var speed: float
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||||
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onready var agent := GSTAgentLocation.new()
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func _physics_process(delta: float) -> void:
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var movement := _get_movement()
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||||
move_and_slide(movement * speed)
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_update_agent()
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|
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|
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func _get_movement() -> Vector2:
|
||||
return Vector2(
|
||||
Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
|
||||
Input.get_action_strength("sf_down") - Input.get_action_strength("sf_up"))
|
||||
|
||||
|
||||
func _update_agent() -> void:
|
||||
agent.position = Vector3(global_position.x, global_position.y, 0)
|
46
project/demos/Face/Turret.gd
Normal file
46
project/demos/Face/Turret.gd
Normal file
@ -0,0 +1,46 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
var face: GSTFace
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||||
var agent := GSTSteeringAgent.new()
|
||||
|
||||
var _accel := GSTTargetAcceleration.new()
|
||||
var _angular_drag := 0.01
|
||||
var _cannon: Rect2
|
||||
|
||||
onready var collision_shape := $CollisionShape2D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var radius = collision_shape.shape.radius
|
||||
_cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius*2))
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_accel = face.calculate_steering(_accel)
|
||||
agent.angular_velocity += _accel.angular
|
||||
agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag)
|
||||
agent.orientation += agent.angular_velocity * delta
|
||||
rotation = agent.orientation
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
draw_rect(_cannon, Color.cadetblue)
|
||||
|
||||
|
||||
func setup(
|
||||
player_agent: GSTAgentLocation,
|
||||
align_tolerance: float,
|
||||
deceleration_radius: float,
|
||||
max_angular_accel: float,
|
||||
max_angular_speed: float
|
||||
) -> void:
|
||||
face = GSTFace.new(agent, player_agent)
|
||||
|
||||
face.alignment_tolerance = align_tolerance
|
||||
face.deceleration_radius = deceleration_radius
|
||||
|
||||
agent.max_angular_acceleration = max_angular_accel
|
||||
agent.max_angular_speed = max_angular_speed
|
||||
agent.position = Vector3(global_position.x, global_position.y, 0)
|
||||
|
@ -4,9 +4,9 @@ extends Node2D
|
||||
signal path_established(points)
|
||||
|
||||
|
||||
var active_points: = []
|
||||
var drawing: = false
|
||||
var distance_threshold: = 100.0
|
||||
var active_points := []
|
||||
var drawing := false
|
||||
var distance_threshold := 100.0
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
@ -42,11 +42,11 @@ func _draw() -> void:
|
||||
func _simplify() -> void:
|
||||
var first: Vector2 = active_points.front()
|
||||
var last: Vector2 = active_points.back()
|
||||
var key: = first
|
||||
var simplified_path: = [first]
|
||||
var key := first
|
||||
var simplified_path := [first]
|
||||
for i in range(1, active_points.size()):
|
||||
var point: Vector2 = active_points[i]
|
||||
var distance: = point.distance_to(key)
|
||||
var distance := point.distance_to(key)
|
||||
if distance > distance_threshold:
|
||||
key = point
|
||||
simplified_path.append(key)
|
@ -1,7 +1,7 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
onready var drawer: = $Drawer
|
||||
onready var drawer := $Drawer
|
||||
|
||||
|
||||
func _ready() -> void:
|
@ -1,9 +1,9 @@
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://demos/follow_path/Drawer.gd" type="Script" id=1]
|
||||
[ext_resource path="res://demos/FollowPath/Drawer.gd" type="Script" id=1]
|
||||
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=2]
|
||||
[ext_resource path="res://demos/follow_path/PathFollower.gd" type="Script" id=3]
|
||||
[ext_resource path="res://demos/follow_path/FollowPathDemo.gd" type="Script" id=4]
|
||||
[ext_resource path="res://demos/FollowPath/PathFollower.gd" type="Script" id=3]
|
||||
[ext_resource path="res://demos/FollowPath/FollowPathDemo.gd" type="Script" id=4]
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
||||
radius = 16.0
|
@ -1,16 +1,16 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
onready var agent: = GSTSteeringAgent.new()
|
||||
onready var path: = GSTPath.new([
|
||||
onready var agent := GSTSteeringAgent.new()
|
||||
onready var path := GSTPath.new([
|
||||
Vector3(global_position.x, global_position.y, 0),
|
||||
Vector3(global_position.x, global_position.y, 0)
|
||||
], true)
|
||||
onready var follow: = GSTFollowPath.new(agent, path, 20, 0)
|
||||
onready var follow := GSTFollowPath.new(agent, path, 20, 0)
|
||||
|
||||
var _velocity: = Vector2.ZERO
|
||||
var _accel: = GSTTargetAcceleration.new()
|
||||
var _valid: = false
|
||||
var _velocity := Vector2.ZERO
|
||||
var _accel := GSTTargetAcceleration.new()
|
||||
var _valid := false
|
||||
|
||||
|
||||
func setup() -> void:
|
||||
@ -36,7 +36,7 @@ func _update_agent() -> void:
|
||||
|
||||
|
||||
func _on_Drawer_path_established(points: Array) -> void:
|
||||
var points3: = []
|
||||
var points3 := []
|
||||
for p in points:
|
||||
points3.append(Vector3(p.x, p.y, 0))
|
||||
path.create_path(points3)
|
68
project/demos/GroupBehaviors/GroupBehaviorsDemo.gd
Normal file
68
project/demos/GroupBehaviors/GroupBehaviorsDemo.gd
Normal file
@ -0,0 +1,68 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
onready var spawner := $Spawner
|
||||
|
||||
export var max_linear_speed := 100.0 setget set_max_linear_speed
|
||||
export var max_linear_accel := 25.0 setget set_max_linear_accel
|
||||
export var proximity_radius := 140.0 setget set_proximity_radius
|
||||
export var show_proximity_radius := true setget set_show_proximity_radius
|
||||
export var separation_decay_coefficient := 2000.0 setget set_separation_decay_coef
|
||||
export var cohesion_strength := 0.3 setget set_cohesion_strength
|
||||
export var separation_strength := 1.5 setget set_separation_strength
|
||||
|
||||
|
||||
func set_max_linear_speed(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
max_linear_speed = value
|
||||
spawner.set_max_linear_speed(value)
|
||||
|
||||
|
||||
func set_max_linear_accel(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
max_linear_accel = value
|
||||
spawner.set_max_linear_accel(value)
|
||||
|
||||
|
||||
func set_proximity_radius(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
proximity_radius = value
|
||||
spawner.set_proximity_radius(value)
|
||||
|
||||
|
||||
func set_show_proximity_radius(value: bool) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
show_proximity_radius = value
|
||||
spawner.set_show_proximity_radius(value)
|
||||
|
||||
|
||||
func set_separation_decay_coef(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
separation_decay_coefficient = value
|
||||
spawner.set_separation_decay_coef(value)
|
||||
|
||||
|
||||
func set_cohesion_strength(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
cohesion_strength = value
|
||||
spawner.set_cohesion_strength(value)
|
||||
|
||||
|
||||
func set_separation_strength(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
separation_strength = value
|
||||
spawner.set_separation_strength(value)
|
13
project/demos/GroupBehaviors/GroupBehaviorsDemo.tscn
Normal file
13
project/demos/GroupBehaviors/GroupBehaviorsDemo.tscn
Normal file
@ -0,0 +1,13 @@
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://demos/GroupBehaviors/Member.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://demos/GroupBehaviors/Spawner.gd" type="Script" id=2]
|
||||
[ext_resource path="res://demos/GroupBehaviors/GroupBehaviorsDemo.gd" type="Script" id=3]
|
||||
|
||||
[node name="GroupBehaviorsDemo" type="Node2D"]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Spawner" type="Node2D" parent="."]
|
||||
position = Vector2( 512, 300 )
|
||||
script = ExtResource( 2 )
|
||||
member = ExtResource( 1 )
|
@ -1,16 +1,16 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
var agent: = GSTSteeringAgent.new()
|
||||
var agent := GSTSteeringAgent.new()
|
||||
var separation: GSTSeparation
|
||||
var cohesion: GSTCohesion
|
||||
var proximity: GSTRadiusProximity
|
||||
var blend: = GSTBlend.new(agent)
|
||||
var acceleration: = GSTTargetAcceleration.new()
|
||||
var draw_proximity: = false
|
||||
var blend := GSTBlend.new(agent)
|
||||
var acceleration := GSTTargetAcceleration.new()
|
||||
var draw_proximity := false
|
||||
|
||||
var _color: = Color.red
|
||||
var _velocity: = Vector2()
|
||||
var _color := Color.red
|
||||
var _velocity := Vector2()
|
||||
|
||||
|
||||
func setup(
|
||||
@ -53,6 +53,6 @@ func set_neighbors(neighbor: Array) -> void:
|
||||
|
||||
|
||||
func update_agent() -> void:
|
||||
var current_position: = global_position
|
||||
var current_position := global_position
|
||||
agent.position.x = current_position.x
|
||||
agent.position.y = current_position.y
|
@ -1,8 +1,9 @@
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://demos/group_behaviors/Member.gd" type="Script" id=1]
|
||||
[ext_resource path="res://demos/GroupBehaviors/Member.gd" type="Script" id=1]
|
||||
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=2]
|
||||
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
||||
radius = 16.0
|
||||
|
@ -5,9 +5,9 @@ export var member: PackedScene
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var followers: = []
|
||||
var followers := []
|
||||
for i in range(19):
|
||||
var follower: = member.instance()
|
||||
var follower := member.instance()
|
||||
add_child(follower)
|
||||
follower.position += Vector2(rand_range(-60, 60), rand_range(-60, 60))
|
||||
followers.append(follower)
|
||||
@ -22,7 +22,7 @@ func _ready() -> void:
|
||||
if i == 0 and owner.show_proximity_radius:
|
||||
follower.draw_proximity = true
|
||||
follower.update()
|
||||
var agents: = []
|
||||
var agents := []
|
||||
for i in followers:
|
||||
agents.append(i.agent)
|
||||
for i in followers:
|
@ -2,10 +2,10 @@ extends Node2D
|
||||
# Wraps the ships' positions around the world border, and controls their rendering clones.
|
||||
|
||||
|
||||
onready var ShipType: = preload("res://demos/pursue_vs_seek/Ship.gd")
|
||||
onready var ships: = [$Player, $Pursuer, $Seeker]
|
||||
onready var ShipType := preload("res://demos/PursueSeek/Ship.gd")
|
||||
onready var ships := [$Player, $Pursuer, $Seeker]
|
||||
|
||||
var _clones: = {}
|
||||
var _clones := {}
|
||||
var _world_bounds: Vector2
|
||||
|
||||
|
||||
@ -17,10 +17,10 @@ func _ready() -> void:
|
||||
|
||||
for i in range(ships.size()):
|
||||
var ship: Node2D = ships[i]
|
||||
var world_pos: = ship.position
|
||||
var world_pos := ship.position
|
||||
|
||||
for i in range(3):
|
||||
var ship_clone: = ShipType.new()
|
||||
var ship_clone := ShipType.new()
|
||||
|
||||
ship_clone.position.x = world_pos.x if i == 1 else (world_pos.x - _world_bounds.x)
|
||||
ship_clone.position.y = world_pos.y if i == 0 else (world_pos.y - _world_bounds.y)
|
@ -1,22 +1,22 @@
|
||||
extends "res://demos/pursue_vs_seek/Ship.gd"
|
||||
extends "res://demos/PursueSeek/Ship.gd"
|
||||
# Controls the player ship's movements based on player input.
|
||||
|
||||
|
||||
onready var agent: = GSTSteeringAgent.new()
|
||||
onready var agent := GSTSteeringAgent.new()
|
||||
|
||||
export var thruster_strength: = 250.0
|
||||
export var side_thruster_strength: = 10.0
|
||||
export var max_velocity: = 300.0
|
||||
export var max_angular_velocity: = 2.0
|
||||
export var angular_drag: = 0.025
|
||||
export var linear_drag: = 0.025
|
||||
export var thruster_strength := 250.0
|
||||
export var side_thruster_strength := 10.0
|
||||
export var max_velocity := 300.0
|
||||
export var max_angular_velocity := 2.0
|
||||
export var angular_drag := 0.025
|
||||
export var linear_drag := 0.025
|
||||
|
||||
var _linear_velocity: = Vector2()
|
||||
var _angular_velocity: = 0.0
|
||||
var _linear_velocity := Vector2()
|
||||
var _angular_velocity := 0.0
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var movement: = _get_movement()
|
||||
var movement := _get_movement()
|
||||
_angular_velocity = _calculate_angular_velocity(
|
||||
movement.x,
|
||||
_angular_velocity,
|
||||
@ -50,7 +50,7 @@ func _calculate_angular_velocity(
|
||||
ship_drag: float,
|
||||
delta: float) -> float:
|
||||
|
||||
var velocity: = clamp(
|
||||
var velocity := clamp(
|
||||
current_velocity + thruster_strength * horizontal_movement * delta,
|
||||
-max_velocity,
|
||||
max_velocity
|
||||
@ -70,13 +70,13 @@ func _calculate_linear_velocity(
|
||||
max_speed: float,
|
||||
delta: float) -> Vector2:
|
||||
|
||||
var actual_strength: = 0.0
|
||||
var actual_strength := 0.0
|
||||
if vertical_movement > 0:
|
||||
actual_strength = strength
|
||||
elif vertical_movement < 0:
|
||||
actual_strength = -strength/1.5
|
||||
|
||||
var velocity: = current_velocity + facing_direction * actual_strength * delta
|
||||
var velocity := current_velocity + facing_direction * actual_strength * delta
|
||||
velocity = velocity.linear_interpolate(Vector2.ZERO, ship_drag_coefficient)
|
||||
|
||||
return velocity.clamped(max_speed)
|
35
project/demos/PursueSeek/PursueVSSeekDemo.gd
Normal file
35
project/demos/PursueSeek/PursueVSSeekDemo.gd
Normal file
@ -0,0 +1,35 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
onready var pursuer := $BoundaryManager/Pursuer
|
||||
onready var seeker := $BoundaryManager/Seeker
|
||||
|
||||
export(float, 0, 2000, 40) var max_linear_speed := 200.0 setget set_max_linear_speed
|
||||
export(float, 0, 200, 1) var max_linear_accel := 10.0 setget set_max_linear_accel
|
||||
export(float, 0, 5, 0.1) var predict_time := 2.0 setget set_predict_time
|
||||
|
||||
|
||||
func set_max_linear_speed(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
max_linear_speed = value
|
||||
pursuer.agent.max_linear_speed = value
|
||||
seeker.agent.max_linear_speed = value
|
||||
|
||||
|
||||
func set_max_linear_accel(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
max_linear_accel = value
|
||||
pursuer.agent.max_linear_acceleration = value
|
||||
seeker.agent.max_linear_acceleration = value
|
||||
|
||||
|
||||
func set_predict_time(value: float) -> void:
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
predict_time = value
|
||||
pursuer._behavior.max_predict_time = value
|
@ -1,9 +1,9 @@
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://demos/pursue_vs_seek/Pursuer.gd" type="Script" id=1]
|
||||
[ext_resource path="res://demos/pursue_vs_seek/Player.gd" type="Script" id=2]
|
||||
[ext_resource path="res://demos/pursue_vs_seek/BoundaryManager.gd" type="Script" id=3]
|
||||
[ext_resource path="res://demos/pursue_vs_seek/PursueVSSeekDemo.gd" type="Script" id=4]
|
||||
[ext_resource path="res://demos/PursueSeek/Pursuer.gd" type="Script" id=1]
|
||||
[ext_resource path="res://demos/PursueSeek/Player.gd" type="Script" id=2]
|
||||
[ext_resource path="res://demos/PursueSeek/BoundaryManager.gd" type="Script" id=3]
|
||||
[ext_resource path="res://demos/PursueSeek/PursueVSSeekDemo.gd" type="Script" id=4]
|
||||
[ext_resource path="res://assets/sprites/triangle.png" type="Texture" id=6]
|
||||
|
||||
[node name="PursueVSSeekDemo" type="Node2D"]
|
@ -1,9 +1,9 @@
|
||||
extends "res://demos/pursue_vs_seek/Ship.gd"
|
||||
extends "res://demos/PursueSeek/Ship.gd"
|
||||
# Represents a ship that chases after the player.
|
||||
|
||||
|
||||
onready var agent: = GSTSteeringAgent.new()
|
||||
onready var accel: = GSTTargetAcceleration.new()
|
||||
onready var agent := GSTSteeringAgent.new()
|
||||
onready var accel := GSTTargetAcceleration.new()
|
||||
onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
|
||||
|
||||
export var use_seek: bool = false
|
||||
@ -11,10 +11,10 @@ export var use_seek: bool = false
|
||||
var _orient_behavior: GSTSteeringBehavior
|
||||
var _behavior: GSTSteeringBehavior
|
||||
|
||||
var _linear_velocity: = Vector2()
|
||||
var _linear_drag_coefficient: = 0.025
|
||||
var _angular_velocity: = 0.0
|
||||
var _angular_drag: = 1.0
|
||||
var _linear_velocity := Vector2()
|
||||
var _linear_drag_coefficient := 0.025
|
||||
var _angular_velocity := 0.0
|
||||
var _angular_drag := 1.0
|
||||
|
||||
|
||||
func _ready() -> void:
|
@ -6,7 +6,7 @@ var rect: Rect2
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var extents: = ($CollisionShape2D.shape as RectangleShape2D).extents
|
||||
var extents := ($CollisionShape2D.shape as RectangleShape2D).extents
|
||||
rect = Rect2(-extents, extents*2)
|
||||
|
||||
|
@ -2,9 +2,9 @@ extends KinematicBody2D
|
||||
# Class to control the player in basic left/right up/down movement.
|
||||
|
||||
|
||||
onready var agent: = GSTAgentLocation.new()
|
||||
onready var agent := GSTAgentLocation.new()
|
||||
|
||||
export var speed: = 200.0
|
||||
export var speed := 200.0
|
||||
|
||||
|
||||
func _get_movement() -> Vector2:
|
||||
@ -13,7 +13,7 @@ func _get_movement() -> Vector2:
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var movement: = _get_movement()
|
||||
var movement := _get_movement()
|
||||
if movement.length_squared() < 0.01:
|
||||
return
|
||||
|
@ -4,17 +4,17 @@ extends Node2D
|
||||
|
||||
enum Mode { FLEE, SEEK }
|
||||
|
||||
export(Mode) var behavior_mode: = Mode.SEEK setget set_behavior_mode
|
||||
export(float, 0, 2000, 40) var max_linear_speed: = 200.0 setget set_max_linear_speed
|
||||
export(float, 0, 500, 0.5) var max_linear_accel: = 10.0 setget set_max_linear_accel
|
||||
export(Mode) var behavior_mode := Mode.SEEK setget set_behavior_mode
|
||||
export(float, 0, 2000, 40) var max_linear_speed := 200.0 setget set_max_linear_speed
|
||||
export(float, 0, 500, 0.5) var max_linear_accel := 10.0 setget set_max_linear_accel
|
||||
|
||||
var camera_boundaries: Rect2
|
||||
|
||||
onready var player: KinematicBody2D = $Player
|
||||
onready var spawner: Node2D = $Spawner
|
||||
|
||||
var camera_boundaries: Rect2
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
func _ready() -> void:
|
||||
camera_boundaries = Rect2(
|
||||
Vector2.ZERO,
|
||||
Vector2(
|
||||
@ -22,14 +22,12 @@ func _init() -> void:
|
||||
ProjectSettings["display/window/size/height"]
|
||||
)
|
||||
)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var rng: = RandomNumberGenerator.new()
|
||||
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.randomize()
|
||||
|
||||
for i in range(spawner.entity_count):
|
||||
var new_pos: = Vector2(
|
||||
var new_pos := Vector2(
|
||||
rng.randf_range(-camera_boundaries.size.x/2, camera_boundaries.size.x/2),
|
||||
rng.randf_range(-camera_boundaries.size.y/2, camera_boundaries.size.y/2)
|
||||
)
|
||||
@ -42,29 +40,32 @@ func _ready() -> void:
|
||||
|
||||
|
||||
func set_behavior_mode(mode: int) -> void:
|
||||
behavior_mode = mode
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
if spawner:
|
||||
match mode:
|
||||
Mode.SEEK:
|
||||
for child in spawner.get_children():
|
||||
child.use_seek = true
|
||||
Mode.FLEE:
|
||||
for child in spawner.get_children():
|
||||
child.use_seek = false
|
||||
behavior_mode = mode
|
||||
match mode:
|
||||
Mode.SEEK:
|
||||
for child in spawner.get_children():
|
||||
child.use_seek = true
|
||||
Mode.FLEE:
|
||||
for child in spawner.get_children():
|
||||
child.use_seek = false
|
||||
|
||||
|
||||
func set_max_linear_speed(value: float) -> void:
|
||||
max_linear_speed = value
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
if spawner:
|
||||
for child in spawner.get_children():
|
||||
child.agent.max_linear_speed = value
|
||||
max_linear_speed = value
|
||||
for child in spawner.get_children():
|
||||
child.agent.max_linear_speed = value
|
||||
|
||||
|
||||
func set_max_linear_accel(value: float) -> void:
|
||||
max_linear_accel = value
|
||||
if not is_inside_tree():
|
||||
return
|
||||
|
||||
if spawner:
|
||||
for child in spawner.get_children():
|
||||
child.agent.max_linear_acceleration = value
|
||||
max_linear_accel = value
|
||||
for child in spawner.get_children():
|
||||
child.agent.max_linear_acceleration = value
|
@ -1,10 +1,10 @@
|
||||
[gd_scene load_steps=10 format=2]
|
||||
|
||||
[ext_resource path="res://demos/seek_and_flee/Boundary.gd" type="Script" id=1]
|
||||
[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/Spawner.gd" type="Script" id=4]
|
||||
[ext_resource path="res://demos/seek_and_flee/Seeker.tscn" type="PackedScene" id=6]
|
||||
[ext_resource path="res://demos/SeekFlee/Boundary.gd" type="Script" id=1]
|
||||
[ext_resource path="res://demos/SeekFlee/Player.gd" type="Script" id=2]
|
||||
[ext_resource path="res://demos/SeekFlee/SeekFleeDemo.gd" type="Script" id=3]
|
||||
[ext_resource path="res://demos/SeekFlee/Spawner.gd" type="Script" id=4]
|
||||
[ext_resource path="res://demos/SeekFlee/Seeker.tscn" type="PackedScene" id=6]
|
||||
[ext_resource path="res://assets/sprites/large_circle.png" type="Texture" id=7]
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
@ -2,16 +2,16 @@ extends KinematicBody2D
|
||||
# AI agent that uses the Seek behavior to hone in on the player's location as directly as possible.
|
||||
|
||||
|
||||
onready var agent: = GSTSteeringAgent.new()
|
||||
onready var accel: = GSTTargetAcceleration.new()
|
||||
onready var seek: = GSTSeek.new(agent, player_agent)
|
||||
onready var flee: = GSTFlee.new(agent, player_agent)
|
||||
onready var agent := GSTSteeringAgent.new()
|
||||
onready var accel := GSTTargetAcceleration.new()
|
||||
onready var seek := GSTSeek.new(agent, player_agent)
|
||||
onready var flee := GSTFlee.new(agent, player_agent)
|
||||
|
||||
var player_agent: GSTAgentLocation
|
||||
var velocity: = Vector2.ZERO
|
||||
var velocity := Vector2.ZERO
|
||||
var start_speed: float
|
||||
var start_accel: float
|
||||
var use_seek: = true
|
||||
var use_seek := true
|
||||
|
||||
|
||||
func _ready() -> void:
|
@ -1,8 +1,9 @@
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://demos/seek_and_flee/Seeker.gd" type="Script" id=1]
|
||||
[ext_resource path="res://demos/SeekFlee/Seeker.gd" type="Script" id=1]
|
||||
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=2]
|
||||
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
||||
radius = 16.0
|
||||
|
@ -3,5 +3,5 @@ extends Node2D
|
||||
|
||||
|
||||
export(PackedScene) var Entity: PackedScene
|
||||
export var entity_count: = 10
|
||||
export var entity_color: = Color.blue
|
||||
export var entity_count:= 10
|
||||
export var entity_color:= Color.blue
|
@ -1,39 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
onready var target: = $Target
|
||||
onready var arriver: = $Arriver
|
||||
onready var gui: = $GUI
|
||||
|
||||
export(float, 0, 2000, 40) var max_linear_speed: = 200.0 setget set_max_linear_speed
|
||||
export(float, 0, 200, 1) var max_linear_accel: = 25.0 setget set_max_linear_accel
|
||||
export(float, 0, 100, 0.1) var arrival_tolerance: = 20.0 setget set_arrival_tolerance
|
||||
export(float, 0, 500, 10) var deceleration_radius: = 200.0 setget set_deceleration_radius
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
target.position = arriver.global_position
|
||||
|
||||
|
||||
func set_arrival_tolerance(value: float) -> void:
|
||||
arrival_tolerance = value
|
||||
if arriver:
|
||||
arriver.arrive.arrival_tolerance = value
|
||||
|
||||
|
||||
func set_deceleration_radius(value: float) -> void:
|
||||
deceleration_radius = value
|
||||
if arriver:
|
||||
arriver.arrive.deceleration_radius = value
|
||||
|
||||
|
||||
func set_max_linear_speed(value: float) -> void:
|
||||
max_linear_speed = value
|
||||
if arriver:
|
||||
arriver.agent.max_linear_speed = value
|
||||
|
||||
|
||||
func set_max_linear_accel(value: float) -> void:
|
||||
max_linear_accel = value
|
||||
if arriver:
|
||||
arriver.agent.max_linear_acceleration = value
|
@ -1,35 +0,0 @@
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://demos/arrive/Arriver.gd" type="Script" id=1]
|
||||
[ext_resource path="res://demos/arrive/ArriveDemo.gd" type="Script" id=2]
|
||||
[ext_resource path="res://assets/sprites/large_circle.png" type="Texture" id=3]
|
||||
[ext_resource path="res://assets/sprites/small_circle.png" type="Texture" id=4]
|
||||
|
||||
[sub_resource type="CircleShape2D" id=1]
|
||||
radius = 16.0
|
||||
|
||||
[node name="ArriveDemo" type="Node2D"]
|
||||
script = ExtResource( 2 )
|
||||
max_linear_speed = 400.0
|
||||
max_linear_accel = 50.0
|
||||
arrival_tolerance = 10.0
|
||||
deceleration_radius = 80.0
|
||||
|
||||
[node name="Arriver" type="KinematicBody2D" parent="."]
|
||||
position = Vector2( 512, 300 )
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Arriver"]
|
||||
shape = SubResource( 1 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="Arriver"]
|
||||
modulate = Color( 0.952941, 0.172549, 0.0431373, 1 )
|
||||
texture = ExtResource( 4 )
|
||||
|
||||
[node name="Target" type="Sprite" parent="."]
|
||||
modulate = Color( 0.827451, 1, 0, 0.501961 )
|
||||
texture = ExtResource( 3 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="Target"]
|
||||
scale = Vector2( 0.5, 0.5 )
|
||||
texture = ExtResource( 4 )
|
@ -1,40 +0,0 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
onready var agent: = GSTSteeringAgent.new()
|
||||
onready var target: = GSTAgentLocation.new()
|
||||
onready var arrive: = GSTArrive.new(agent, target)
|
||||
var _accel: = GSTTargetAcceleration.new()
|
||||
|
||||
var _velocity: = Vector2()
|
||||
var _drag: = 0.1
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
agent.max_linear_speed = owner.max_linear_speed
|
||||
agent.max_linear_acceleration = owner.max_linear_accel
|
||||
agent.position = Vector3(global_position.x, global_position.y, 0)
|
||||
arrive.deceleration_radius = owner.deceleration_radius
|
||||
arrive.arrival_tolerance = owner.arrival_tolerance
|
||||
target.position = agent.position
|
||||
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton:
|
||||
var mb: InputEventMouseButton = event
|
||||
if mb.button_index == BUTTON_LEFT and mb.pressed:
|
||||
target.position = Vector3(mb.position.x, mb.position.y, 0)
|
||||
owner.target.position = mb.position
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_update_agent()
|
||||
_accel = arrive.calculate_steering(_accel)
|
||||
_velocity += Vector2(_accel.linear.x, _accel.linear.y)
|
||||
_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag).clamped(agent.max_linear_speed)
|
||||
_velocity = move_and_slide(_velocity)
|
||||
|
||||
|
||||
func _update_agent() -> void:
|
||||
agent.position = Vector3(global_position.x, global_position.y, 0)
|
||||
agent.linear_velocity = Vector3(_velocity.x, _velocity.y, 0)
|
@ -1,44 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
onready var player: = $Player
|
||||
onready var gui: = $GUI
|
||||
onready var turret: = $Turret
|
||||
|
||||
export(int, 0, 359, 1) var max_angular_speed: = 90 setget set_max_angular_speed
|
||||
export(int, 0, 359, 1) var max_angular_accel: = 5 setget set_max_angular_accel
|
||||
export(int, 0, 180, 1) var align_tolerance: = 5 setget set_align_tolerance
|
||||
export(int, 0, 359, 1) var deceleration_radius: = 45 setget set_deceleration_radius
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
turret.setup(
|
||||
deg2rad(align_tolerance),
|
||||
deg2rad(deceleration_radius),
|
||||
deg2rad(max_angular_accel),
|
||||
deg2rad(max_angular_speed)
|
||||
)
|
||||
|
||||
|
||||
func set_align_tolerance(value: int) -> void:
|
||||
align_tolerance = value
|
||||
if turret:
|
||||
turret._face.alignment_tolerance = deg2rad(value)
|
||||
|
||||
|
||||
func set_deceleration_radius(value: int) -> void:
|
||||
deceleration_radius = value
|
||||
if turret:
|
||||
turret._face.deceleration_radius = deg2rad(value)
|
||||
|
||||
|
||||
func set_max_angular_accel(value: int) -> void:
|
||||
max_angular_accel = value
|
||||
if turret:
|
||||
turret._agent.max_angular_acceleration = deg2rad(value)
|
||||
|
||||
|
||||
func set_max_angular_speed(value: int) -> void:
|
||||
max_angular_speed = value
|
||||
if turret:
|
||||
turret._agent.max_angular_speed = deg2rad(value)
|
@ -1,21 +0,0 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
onready var agent: = GSTAgentLocation.new()
|
||||
|
||||
export var speed: = 125.0
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var movement: = _get_movement()
|
||||
move_and_slide(movement * speed)
|
||||
_update_agent()
|
||||
|
||||
|
||||
func _get_movement() -> Vector2:
|
||||
return Vector2( Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
|
||||
Input.get_action_strength("sf_down") - Input.get_action_strength("sf_up"))
|
||||
|
||||
|
||||
func _update_agent() -> void:
|
||||
agent.position = Vector3(global_position.x, global_position.y, 0)
|
@ -1,59 +0,0 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
|
||||
onready var collision_shape: = $CollisionShape2D
|
||||
|
||||
var _cannon: Rect2
|
||||
|
||||
var _agent: = GSTSteeringAgent.new()
|
||||
var _accel: = GSTTargetAcceleration.new()
|
||||
|
||||
var _angular_velocity: = 0.0
|
||||
var _angular_drag: = 0.01
|
||||
var _face: GSTFace
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var radius = collision_shape.shape.radius
|
||||
_cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius*2))
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
draw_rect(_cannon, Color.blue)
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if not _face:
|
||||
return
|
||||
|
||||
_accel = _face.calculate_steering(_accel)
|
||||
_angular_velocity += _accel.angular
|
||||
|
||||
_angular_velocity = lerp(_angular_velocity, 0, _angular_drag)
|
||||
|
||||
rotation += _angular_velocity * delta
|
||||
|
||||
_update_agent()
|
||||
|
||||
|
||||
func setup(
|
||||
align_tolerance: float,
|
||||
deceleration_radius: float,
|
||||
max_angular_accel: float,
|
||||
max_angular_speed: float
|
||||
) -> void:
|
||||
_face = GSTFace.new(_agent, owner.player.agent)
|
||||
|
||||
_face.alignment_tolerance = align_tolerance
|
||||
_face.deceleration_radius = deceleration_radius
|
||||
|
||||
_agent.max_angular_acceleration = max_angular_accel
|
||||
_agent.max_angular_speed = max_angular_speed
|
||||
_agent.position = Vector3(global_position.x, global_position.y, 0)
|
||||
|
||||
_update_agent()
|
||||
|
||||
|
||||
func _update_agent() -> void:
|
||||
_agent.angular_velocity = _angular_velocity
|
||||
_agent.orientation = rotation
|
@ -1,58 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
onready var spawner: = $Spawner
|
||||
|
||||
export var max_linear_speed: = 100.0 setget set_max_linear_speed
|
||||
export var max_linear_accel: = 25.0 setget set_max_linear_accel
|
||||
export var proximity_radius: = 140.0 setget set_proximity_radius
|
||||
export var show_proximity_radius: = true setget set_show_proximity_radius
|
||||
export var separation_decay_coefficient: = 2000.0 setget set_separation_decay_coef
|
||||
export var cohesion_strength: = 0.3 setget set_cohesion_strength
|
||||
export var separation_strength: = 1.5 setget set_separation_strength
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
pass
|
||||
|
||||
|
||||
func set_max_linear_speed(value: float) -> void:
|
||||
max_linear_speed = value
|
||||
if spawner:
|
||||
spawner.set_max_linear_speed(value)
|
||||
|
||||
|
||||
func set_max_linear_accel(value: float) -> void:
|
||||
max_linear_accel = value
|
||||
if spawner:
|
||||
spawner.set_max_linear_accel(value)
|
||||
|
||||
|
||||
func set_proximity_radius(value: float) -> void:
|
||||
proximity_radius = value
|
||||
if spawner:
|
||||
spawner.set_proximity_radius(value)
|
||||
|
||||
|
||||
func set_show_proximity_radius(value: bool) -> void:
|
||||
show_proximity_radius = value
|
||||
if spawner:
|
||||
spawner.set_show_proximity_radius(value)
|
||||
|
||||
|
||||
func set_separation_decay_coef(value: float) -> void:
|
||||
separation_decay_coefficient = value
|
||||
if spawner:
|
||||
spawner.set_separation_decay_coef(value)
|
||||
|
||||
|
||||
func set_cohesion_strength(value: float) -> void:
|
||||
cohesion_strength = value
|
||||
if spawner:
|
||||
spawner.set_cohesion_strength(value)
|
||||
|
||||
|
||||
func set_separation_strength(value: float) -> void:
|
||||
separation_strength = value
|
||||
if spawner:
|
||||
spawner.set_separation_strength(value)
|
@ -1,13 +0,0 @@
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://demos/group_behaviors/Member.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://demos/group_behaviors/Spawner.gd" type="Script" id=2]
|
||||
[ext_resource path="res://demos/group_behaviors/GroupBehaviorsDemo.gd" type="Script" id=3]
|
||||
|
||||
[node name="GroupBehaviorsDemo" type="Node2D"]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Spawner" type="Node2D" parent="."]
|
||||
position = Vector2( 512, 300 )
|
||||
script = ExtResource( 2 )
|
||||
member = ExtResource( 1 )
|
@ -1,31 +0,0 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
onready var pursuer: = $BoundaryManager/Pursuer
|
||||
onready var seeker: = $BoundaryManager/Seeker
|
||||
|
||||
export(float, 0, 2000, 40) var max_linear_speed: = 200.0 setget set_max_linear_speed
|
||||
export(float, 0, 200, 1) var max_linear_accel: = 10.0 setget set_max_linear_accel
|
||||
export(float, 0, 5, 0.1) var predict_time: = 2.0 setget set_predict_time
|
||||
|
||||
|
||||
func set_max_linear_speed(value: float) -> void:
|
||||
max_linear_speed = value
|
||||
if pursuer:
|
||||
pursuer.agent.max_linear_speed = value
|
||||
if seeker:
|
||||
seeker.agent.max_linear_speed = value
|
||||
|
||||
|
||||
func set_max_linear_accel(value: float) -> void:
|
||||
max_linear_accel = value
|
||||
if pursuer:
|
||||
pursuer.agent.max_linear_acceleration = value
|
||||
if seeker:
|
||||
seeker.agent.max_linear_acceleration = value
|
||||
|
||||
|
||||
func set_predict_time(value: float) -> void:
|
||||
predict_time = value
|
||||
if pursuer:
|
||||
pursuer._behavior.max_predict_time = value
|
@ -17,42 +17,42 @@ _global_script_classes=[ {
|
||||
"base": "GSTSteeringBehavior",
|
||||
"class": "GSTArrive",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTArrive.gd"
|
||||
"path": "res://src/Behaviors/GSTArrive.gd"
|
||||
}, {
|
||||
"base": "GSTGroupBehavior",
|
||||
"class": "GSTAvoidCollisions",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTAvoidCollisions.gd"
|
||||
"path": "res://src/Behaviors/GSTAvoidCollisions.gd"
|
||||
}, {
|
||||
"base": "GSTSteeringBehavior",
|
||||
"class": "GSTBlend",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTBlend.gd"
|
||||
"path": "res://src/Behaviors/GSTBlend.gd"
|
||||
}, {
|
||||
"base": "GSTGroupBehavior",
|
||||
"class": "GSTCohesion",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTCohesion.gd"
|
||||
"path": "res://src/Behaviors/GSTCohesion.gd"
|
||||
}, {
|
||||
"base": "GSTPursue",
|
||||
"class": "GSTEvade",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTEvade.gd"
|
||||
"path": "res://src/Behaviors/GSTEvade.gd"
|
||||
}, {
|
||||
"base": "GSTMatchOrientation",
|
||||
"class": "GSTFace",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTFace.gd"
|
||||
"path": "res://src/Behaviors/GSTFace.gd"
|
||||
}, {
|
||||
"base": "GSTSeek",
|
||||
"class": "GSTFlee",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTFlee.gd"
|
||||
"path": "res://src/Behaviors/GSTFlee.gd"
|
||||
}, {
|
||||
"base": "GSTArrive",
|
||||
"class": "GSTFollowPath",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTFollowPath.gd"
|
||||
"path": "res://src/Behaviors/GSTFollowPath.gd"
|
||||
}, {
|
||||
"base": "GSTSteeringBehavior",
|
||||
"class": "GSTGroupBehavior",
|
||||
@ -62,17 +62,17 @@ _global_script_classes=[ {
|
||||
"base": "GSTProximity",
|
||||
"class": "GSTInfiniteProximity",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/proximities/GSTInfiniteProximity.gd"
|
||||
"path": "res://src/Proximities/GSTInfiniteProximity.gd"
|
||||
}, {
|
||||
"base": "GSTMatchOrientation",
|
||||
"class": "GSTLookWhereYouGo",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTLookWhereYouGo.gd"
|
||||
"path": "res://src/Behaviors/GSTLookWhereYouGo.gd"
|
||||
}, {
|
||||
"base": "GSTSteeringBehavior",
|
||||
"class": "GSTMatchOrientation",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTMatchOrientation.gd"
|
||||
"path": "res://src/Behaviors/GSTMatchOrientation.gd"
|
||||
}, {
|
||||
"base": "Reference",
|
||||
"class": "GSTPath",
|
||||
@ -82,32 +82,32 @@ _global_script_classes=[ {
|
||||
"base": "GSTSteeringBehavior",
|
||||
"class": "GSTPriority",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTPriority.gd"
|
||||
"path": "res://src/Behaviors/GSTPriority.gd"
|
||||
}, {
|
||||
"base": "Reference",
|
||||
"class": "GSTProximity",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/proximities/GSTProximity.gd"
|
||||
"path": "res://src/Proximities/GSTProximity.gd"
|
||||
}, {
|
||||
"base": "GSTSteeringBehavior",
|
||||
"class": "GSTPursue",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTPursue.gd"
|
||||
"path": "res://src/Behaviors/GSTPursue.gd"
|
||||
}, {
|
||||
"base": "GSTProximity",
|
||||
"class": "GSTRadiusProximity",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/proximities/GSTRadiusProximity.gd"
|
||||
"path": "res://src/Proximities/GSTRadiusProximity.gd"
|
||||
}, {
|
||||
"base": "GSTSteeringBehavior",
|
||||
"class": "GSTSeek",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTSeek.gd"
|
||||
"path": "res://src/Behaviors/GSTSeek.gd"
|
||||
}, {
|
||||
"base": "GSTGroupBehavior",
|
||||
"class": "GSTSeparation",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/behaviors/GSTSeparation.gd"
|
||||
"path": "res://src/Behaviors/GSTSeparation.gd"
|
||||
}, {
|
||||
"base": "GSTAgentLocation",
|
||||
"class": "GSTSteeringAgent",
|
||||
|
@ -7,7 +7,7 @@ class_name GSTArrive
|
||||
var target: GSTAgentLocation
|
||||
var arrival_tolerance: float
|
||||
var deceleration_radius: float
|
||||
var time_to_reach: = 0.1
|
||||
var time_to_reach := 0.1
|
||||
|
||||
|
||||
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent) -> void:
|
||||
@ -15,18 +15,18 @@ func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent) -> void:
|
||||
|
||||
|
||||
func _arrive(acceleration: GSTTargetAcceleration, target_position: Vector3) -> GSTTargetAcceleration:
|
||||
var to_target: = target_position - agent.position
|
||||
var distance: = to_target.length()
|
||||
var to_target := target_position - agent.position
|
||||
var distance := to_target.length()
|
||||
|
||||
if distance <= arrival_tolerance:
|
||||
acceleration.set_zero()
|
||||
else:
|
||||
var desired_speed: = agent.max_linear_speed
|
||||
var desired_speed := agent.max_linear_speed
|
||||
|
||||
if distance <= deceleration_radius:
|
||||
desired_speed *= distance / deceleration_radius
|
||||
|
||||
var desired_velocity: = to_target * desired_speed/distance
|
||||
var desired_velocity := to_target * desired_speed/distance
|
||||
|
||||
desired_velocity = (desired_velocity - agent.linear_velocity) * 1.0 / time_to_reach
|
||||
|
@ -21,7 +21,7 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
|
||||
first_minimum_separation = 0
|
||||
first_distance = 0
|
||||
|
||||
var neighbor_count: = proximity.find_neighbors(_callback)
|
||||
var neighbor_count := proximity.find_neighbors(_callback)
|
||||
|
||||
if neighbor_count == 0 or not first_neighbor:
|
||||
acceleration.set_zero()
|
||||
@ -39,9 +39,9 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
|
||||
|
||||
|
||||
func report_neighbor(neighbor: GSTSteeringAgent) -> bool:
|
||||
var relative_position: = neighbor.position - agent.position
|
||||
var relative_velocity: = neighbor.linear_velocity - agent.linear_velocity
|
||||
var relative_speed_squared: = relative_velocity.length_squared()
|
||||
var relative_position := neighbor.position - agent.position
|
||||
var relative_velocity := neighbor.linear_velocity - agent.linear_velocity
|
||||
var relative_speed_squared := relative_velocity.length_squared()
|
||||
|
||||
if relative_speed_squared == 0:
|
||||
return false
|
@ -9,8 +9,8 @@ class_name GSTBlend
|
||||
# `GSTSteeringBehavior` and a `weight` key with a value of type float.
|
||||
|
||||
|
||||
var _behaviors: = []
|
||||
var _accel: = GSTTargetAcceleration.new()
|
||||
var _behaviors := []
|
||||
var _accel := GSTTargetAcceleration.new()
|
||||
|
||||
|
||||
func _init(agent: GSTSteeringAgent).(agent) -> void:
|
@ -8,7 +8,7 @@ class_name GSTEvade
|
||||
func _init(
|
||||
agent: GSTSteeringAgent,
|
||||
target: GSTSteeringAgent,
|
||||
max_predict_time: = 1.0).(agent, target, max_predict_time):
|
||||
max_predict_time := 1.0).(agent, target, max_predict_time):
|
||||
pass
|
||||
|
||||
|
@ -9,8 +9,8 @@ func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent, target) ->
|
||||
|
||||
|
||||
func _face(acceleration: GSTTargetAcceleration, target_position: Vector3) -> GSTTargetAcceleration:
|
||||
var to_target: = target_position - agent.position
|
||||
var distance_squared: = to_target.length_squared()
|
||||
var to_target := target_position - agent.position
|
||||
var distance_squared := to_target.length_squared()
|
||||
|
||||
if distance_squared < agent.zero_linear_speed_threshold:
|
||||
acceleration.set_zero()
|
@ -4,33 +4,33 @@ class_name GSTFollowPath
|
||||
|
||||
|
||||
var path: GSTPath
|
||||
var path_offset: = 0.0
|
||||
var path_offset := 0.0
|
||||
|
||||
var path_param: = {segment_index = 0, distance = 0}
|
||||
var path_param := {segment_index = 0, distance = 0}
|
||||
|
||||
var arrive_enabled: = true
|
||||
var prediction_time: = 0.0
|
||||
var arrive_enabled := true
|
||||
var prediction_time := 0.0
|
||||
|
||||
|
||||
func _init(
|
||||
agent: GSTSteeringAgent,
|
||||
path: GSTPath,
|
||||
path_offset: = 0.0,
|
||||
prediction_time: = 0.0).(agent, null) -> void:
|
||||
path_offset := 0.0,
|
||||
prediction_time := 0.0).(agent, null) -> void:
|
||||
self.path = path
|
||||
self.path_offset = path_offset
|
||||
self.prediction_time = prediction_time
|
||||
|
||||
|
||||
func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
||||
var location: = (
|
||||
var location := (
|
||||
agent.position if prediction_time == 0
|
||||
else agent.position + (agent.linear_velocity * prediction_time))
|
||||
|
||||
var distance: = path.calculate_distance(location, path_param)
|
||||
var target_distance: = distance + path_offset
|
||||
var distance := path.calculate_distance(location, path_param)
|
||||
var target_distance := distance + path_offset
|
||||
|
||||
var target_position: = path.calculate_target_position(path_param, target_distance)
|
||||
var target_position := path.calculate_target_position(path_param, target_distance)
|
||||
|
||||
if arrive_enabled and path.open:
|
||||
if path_offset >= 0:
|
@ -12,5 +12,5 @@ func _calculate_steering(accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
||||
accel.set_zero()
|
||||
return accel
|
||||
else:
|
||||
var orientation: = atan2(agent.linear_velocity.x, -agent.linear_velocity.y)
|
||||
var orientation := atan2(agent.linear_velocity.x, -agent.linear_velocity.y)
|
||||
return _match_orientation(accel, orientation)
|
@ -15,14 +15,14 @@ func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent) -> void:
|
||||
|
||||
|
||||
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: = abs(rotation)
|
||||
var rotation_size := abs(rotation)
|
||||
|
||||
if rotation_size <= alignment_tolerance:
|
||||
acceleration.set_zero()
|
||||
else:
|
||||
var desired_rotation: = agent.max_angular_speed
|
||||
var desired_rotation := agent.max_angular_speed
|
||||
|
||||
if rotation_size <= deceleration_radius:
|
||||
desired_rotation *= rotation_size / deceleration_radius
|
||||
@ -31,7 +31,7 @@ func _match_orientation(acceleration: GSTTargetAcceleration, desired_orientation
|
||||
|
||||
acceleration.angular = (desired_rotation - agent.angular_velocity) / time_to_reach
|
||||
|
||||
var limited_acceleration: = abs(acceleration.angular)
|
||||
var limited_acceleration := abs(acceleration.angular)
|
||||
if limited_acceleration > agent.max_angular_acceleration:
|
||||
acceleration.angular *= agent.max_angular_acceleration / limited_acceleration
|
||||
|
@ -4,13 +4,13 @@ class_name GSTPriority
|
||||
# acceleration.
|
||||
|
||||
|
||||
var _behaviors: = []
|
||||
var _behaviors := []
|
||||
|
||||
var last_selected_index: int
|
||||
var threshold_for_zero: float
|
||||
|
||||
|
||||
func _init(agent: GSTSteeringAgent, threshold_for_zero: = 0.001).(agent) -> void:
|
||||
func _init(agent: GSTSteeringAgent, threshold_for_zero := 0.001).(agent) -> void:
|
||||
self.threshold_for_zero = threshold_for_zero
|
||||
|
||||
|
||||
@ -26,11 +26,11 @@ func get_behavior_at(index: int) -> GSTSteeringBehavior:
|
||||
|
||||
|
||||
func _calculate_steering(accel: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
||||
var threshold_squared: = threshold_for_zero * threshold_for_zero
|
||||
var threshold_squared := threshold_for_zero * threshold_for_zero
|
||||
|
||||
last_selected_index = -1
|
||||
|
||||
var size: = _behaviors.size()
|
||||
var size := _behaviors.size()
|
||||
|
||||
if size > 0:
|
||||
for i in range(size):
|
@ -12,20 +12,20 @@ var max_predict_time: float
|
||||
func _init(
|
||||
agent: GSTSteeringAgent,
|
||||
target: GSTSteeringAgent,
|
||||
max_predict_time: = 1.0).(agent) -> void:
|
||||
max_predict_time := 1.0).(agent) -> void:
|
||||
self.target = target
|
||||
self.max_predict_time = max_predict_time
|
||||
|
||||
|
||||
func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAcceleration:
|
||||
var target_position: = target.position
|
||||
var distance_squared: = (target_position - agent.position).length_squared()
|
||||
var target_position := target.position
|
||||
var distance_squared := (target_position - agent.position).length_squared()
|
||||
|
||||
var speed_squared: = agent.linear_velocity.length_squared()
|
||||
var predict_time: = max_predict_time
|
||||
var speed_squared := agent.linear_velocity.length_squared()
|
||||
var predict_time := max_predict_time
|
||||
|
||||
if speed_squared > 0:
|
||||
var predict_time_squared: = distance_squared / speed_squared
|
||||
var predict_time_squared := distance_squared / speed_squared
|
||||
if predict_time_squared < max_predict_time * max_predict_time:
|
||||
predict_time = sqrt(predict_time_squared)
|
||||
|
@ -8,7 +8,7 @@ class_name GSTSeparation
|
||||
# # In effect, all neighbors produce a single repelling force.
|
||||
|
||||
|
||||
var decay_coefficient: = 1.0
|
||||
var decay_coefficient := 1.0
|
||||
|
||||
var acceleration: GSTTargetAcceleration
|
||||
|
||||
@ -25,12 +25,12 @@ func _calculate_steering(acceleration: GSTTargetAcceleration) -> GSTTargetAccele
|
||||
|
||||
|
||||
func report_neighbor(neighbor: GSTSteeringAgent) -> bool:
|
||||
var to_agent: = agent.position - neighbor.position
|
||||
var to_agent := agent.position - neighbor.position
|
||||
|
||||
var distance_squared: = to_agent.length_squared()
|
||||
var max_acceleration: = agent.max_linear_acceleration
|
||||
var distance_squared := to_agent.length_squared()
|
||||
var max_acceleration := agent.max_linear_acceleration
|
||||
|
||||
var strength: = decay_coefficient / distance_squared
|
||||
var strength := decay_coefficient / distance_squared
|
||||
if strength > max_acceleration:
|
||||
strength = max_acceleration
|
||||
|
@ -2,5 +2,5 @@ class_name GSTAgentLocation
|
||||
# Data type to represent an agent with a location and an orientation
|
||||
|
||||
|
||||
var position: = Vector3.ZERO
|
||||
var orientation: = 0.0
|
||||
var position := Vector3.ZERO
|
||||
var orientation := 0.0
|
||||
|
@ -5,7 +5,7 @@ class_name GSTGroupBehavior
|
||||
|
||||
var proximity: GSTProximity
|
||||
|
||||
var _callback: = funcref(self, "report_neighbor")
|
||||
var _callback := funcref(self, "report_neighbor")
|
||||
|
||||
|
||||
func _init(agent: GSTSteeringAgent, proximity: GSTProximity).(agent) -> void:
|
||||
|
@ -15,8 +15,8 @@ var _nearest_point_on_segment: Vector3
|
||||
var _nearest_point_on_path: Vector3
|
||||
|
||||
|
||||
func _init(waypoints: Array, is_open: = false) -> void:
|
||||
open = is_open
|
||||
func _init(waypoints: Array, open := false) -> void:
|
||||
self.open = open
|
||||
create_path(waypoints)
|
||||
_nearest_point_on_segment = waypoints[0]
|
||||
_nearest_point_on_path = waypoints[0]
|
||||
@ -39,8 +39,8 @@ func create_path(waypoints: Array) -> void:
|
||||
elif open:
|
||||
break
|
||||
else:
|
||||
current = waypoints.front()
|
||||
var segment: = GSTSegment.new(previous, current)
|
||||
current = waypoints[0]
|
||||
var segment := GSTSegment.new(previous, current)
|
||||
length += segment.length
|
||||
segment.cumulative_length = length
|
||||
_segments.append(segment)
|
||||
@ -53,7 +53,7 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
|
||||
var nearest_segment: GSTSegment
|
||||
for i in range(_segments.size()):
|
||||
var segment: GSTSegment = _segments[i]
|
||||
var distance_squared: = _calculate_point_segment_distance_squared(
|
||||
var distance_squared := _calculate_point_segment_distance_squared(
|
||||
segment.begin,
|
||||
segment.end,
|
||||
agent_current_position
|
||||
@ -65,7 +65,7 @@ func calculate_distance(agent_current_position: Vector3, path_parameter: Diction
|
||||
nearest_segment = segment
|
||||
path_parameter.segment_index = i
|
||||
|
||||
var length_on_path: = (
|
||||
var length_on_path := (
|
||||
nearest_segment.cumulative_length -
|
||||
_nearest_point_on_path.distance_to(nearest_segment.end))
|
||||
|
||||
@ -93,7 +93,7 @@ func calculate_target_position(param: Dictionary, target_distance: float) -> Vec
|
||||
if not desired_segment:
|
||||
desired_segment = _segments.back()
|
||||
|
||||
var distance: = desired_segment.cumulative_length - target_distance
|
||||
var distance := desired_segment.cumulative_length - target_distance
|
||||
|
||||
return (
|
||||
(desired_segment.begin - desired_segment.end) *
|
||||
@ -110,8 +110,8 @@ func get_end_point() -> Vector3:
|
||||
|
||||
func _calculate_point_segment_distance_squared(start: Vector3, end: Vector3, position: Vector3) -> float:
|
||||
_nearest_point_on_segment = start
|
||||
var start_end: = end - start
|
||||
var start_end_length_squared: = start_end.length_squared()
|
||||
var start_end := end - start
|
||||
var start_end_length_squared := start_end.length_squared()
|
||||
if start_end_length_squared != 0:
|
||||
var t = (position - start).dot(start_end) / start_end_length_squared
|
||||
_nearest_point_on_segment += start_end * clamp(t, 0, 1)
|
||||
|
@ -3,12 +3,12 @@ class_name GSTSteeringAgent
|
||||
# Extended agent data type that adds velocity, speed, and size data
|
||||
|
||||
|
||||
var zero_linear_speed_threshold: = 0.01
|
||||
var max_linear_speed: = 0.0
|
||||
var max_linear_acceleration: = 0.0
|
||||
var max_angular_speed: = 0.0
|
||||
var max_angular_acceleration: = 0.0
|
||||
var linear_velocity: = Vector3.ZERO
|
||||
var angular_velocity: = 0.0
|
||||
var bounding_radius: = 0.0
|
||||
var tagged: = false
|
||||
var zero_linear_speed_threshold := 0.01
|
||||
var max_linear_speed := 0.0
|
||||
var max_linear_acceleration := 0.0
|
||||
var max_angular_speed := 0.0
|
||||
var max_angular_acceleration := 0.0
|
||||
var linear_velocity := Vector3.ZERO
|
||||
var angular_velocity := 0.0
|
||||
var bounding_radius := 0.0
|
||||
var tagged := false
|
||||
|
@ -2,7 +2,7 @@ class_name GSTSteeringBehavior
|
||||
# Base class to calculate how an AI agent steers itself.
|
||||
|
||||
|
||||
var enabled: = true
|
||||
var enabled := true
|
||||
var agent: GSTSteeringAgent
|
||||
|
||||
|
||||
|
@ -2,8 +2,8 @@ class_name GSTTargetAcceleration
|
||||
# A linear and angular amount of acceleration.
|
||||
|
||||
|
||||
var linear: = Vector3.ZERO
|
||||
var angular: = 0.0
|
||||
var linear := Vector3.ZERO
|
||||
var angular := 0.0
|
||||
|
||||
|
||||
func set_zero() -> void:
|
||||
|
@ -3,8 +3,8 @@ class_name GSTUtils
|
||||
|
||||
|
||||
static func clampedv3(vector: Vector3, limit: float) -> Vector3:
|
||||
var length_squared: = vector.length_squared()
|
||||
var limit_squared: = limit * limit
|
||||
var length_squared := vector.length_squared()
|
||||
var limit_squared := limit * limit
|
||||
if length_squared > limit_squared:
|
||||
vector *= sqrt(limit_squared / length_squared)
|
||||
return vector
|
||||
|
@ -8,10 +8,10 @@ func _init(agent: GSTSteeringAgent, agents: Array).(agent, agents) -> void:
|
||||
|
||||
|
||||
func find_neighbors(callback: FuncRef) -> int:
|
||||
var neighbor_count: = 0
|
||||
var agent_count: = agents.size()
|
||||
var neighbor_count := 0
|
||||
var agent_count := agents.size()
|
||||
for i in range(agent_count):
|
||||
var current_agent: = agents[i] as GSTSteeringAgent
|
||||
var current_agent := agents[i] as GSTSteeringAgent
|
||||
|
||||
if current_agent != agent:
|
||||
if callback.call_func(current_agent):
|
@ -5,7 +5,7 @@ class_name GSTProximity
|
||||
|
||||
|
||||
var agent: GSTSteeringAgent
|
||||
var agents: = []
|
||||
var agents := []
|
||||
|
||||
|
||||
func _init(agent: GSTSteeringAgent, agents: Array) -> void:
|
@ -4,9 +4,9 @@ class_name GSTRadiusProximity
|
||||
# they lie within the specified radius.
|
||||
|
||||
|
||||
var radius: = 0.0
|
||||
var radius := 0.0
|
||||
|
||||
var _last_frame: = 0
|
||||
var _last_frame := 0
|
||||
var _scene_tree: SceneTree
|
||||
|
||||
|
||||
@ -16,22 +16,22 @@ func _init(agent: GSTSteeringAgent, agents: Array, radius: float).(agent, agents
|
||||
|
||||
|
||||
func find_neighbors(callback: FuncRef) -> int:
|
||||
var agent_count: = agents.size()
|
||||
var neighbor_count: = 0
|
||||
var agent_count := agents.size()
|
||||
var neighbor_count := 0
|
||||
|
||||
var current_frame: = _scene_tree.get_frame() if _scene_tree else -_last_frame
|
||||
var current_frame := _scene_tree.get_frame() if _scene_tree else -_last_frame
|
||||
if current_frame != _last_frame:
|
||||
_last_frame = current_frame
|
||||
|
||||
var owner_position: = agent.position
|
||||
var owner_position := agent.position
|
||||
|
||||
for i in range(agent_count):
|
||||
var current_agent: = agents[i] as GSTSteeringAgent
|
||||
var current_agent := agents[i] as GSTSteeringAgent
|
||||
|
||||
if current_agent != agent:
|
||||
var distance_squared: = owner_position.distance_squared_to(current_agent.position)
|
||||
var distance_squared := owner_position.distance_squared_to(current_agent.position)
|
||||
|
||||
var range_to: = radius + current_agent.bounding_radius
|
||||
var range_to := radius + current_agent.bounding_radius
|
||||
|
||||
if distance_squared < range_to * range_to:
|
||||
if callback.call_func(current_agent):
|
Loading…
Reference in New Issue
Block a user