Update folder structure for FoollowPath Demo

This commit is contained in:
Răzvan C. Rădulescu 2020-01-16 13:10:55 +02:00
commit f3f40848a1
75 changed files with 637 additions and 560 deletions

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@ -2,10 +2,7 @@
[ext_resource path="res://assets/theme/fonts/montserrat/Montserrat-Medium.ttf" type="DynamicFontData" id=1]
[resource]
size = 20
use_filter = true
font_data = ExtResource( 1 )

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@ -2,10 +2,7 @@
[ext_resource path="res://assets/theme/fonts/montserrat/Montserrat-Bold.ttf" type="DynamicFontData" id=1]
[resource]
size = 20
use_filter = true
font_data = ExtResource( 1 )

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@ -2,10 +2,7 @@
[ext_resource path="res://assets/theme/fonts/source_code_pro/SourceCodePro-Medium.otf" type="DynamicFontData" id=1]
[resource]
size = 20
use_filter = true
font_data = ExtResource( 1 )

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@ -1,7 +1,5 @@
[gd_resource type="StyleBoxLine" format=2]
[resource]
color = Color( 1, 1, 1, 0.196078 )
thickness = 2

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@ -0,0 +1,71 @@
extends Node2D
onready var target := $Target
onready var arriver := $Arriver
export(float, 0, 2000, 40) var max_linear_speed := 800.0 setget set_max_linear_speed
export(float, 0, 200, 1) var max_linear_acceleration := 80.0 setget set_max_linear_acceleration
export(float, 0, 100, 0.1) var arrival_tolerance := 25.0 setget set_arrival_tolerance
export(float, 0, 500, 10) var deceleration_radius := 125.0 setget set_deceleration_radius
const COLORS := {
deceleration_radius = Color(0.9, 1, 0, 0.1),
arrival_tolerance = Color(0.5, 0.7, 0.9, 0.2)
}
func _ready() -> void:
target.position = arriver.global_position
arriver.setup(
max_linear_speed,
max_linear_acceleration,
arrival_tolerance,
deceleration_radius
)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.is_pressed():
arriver.target.position = Vector3(event.position.x, event.position.y, 0)
target.position = event.position
update()
func _draw():
draw_circle(target.position, deceleration_radius, COLORS.deceleration_radius)
draw_circle(target.position, arrival_tolerance, COLORS.arrival_tolerance)
func set_arrival_tolerance(value: float) -> void:
if not is_inside_tree():
return
arrival_tolerance = value
arriver.arrive.arrival_tolerance = value
update()
func set_deceleration_radius(value: float) -> void:
if not is_inside_tree():
return
deceleration_radius = value
arriver.arrive.deceleration_radius = value
update()
func set_max_linear_speed(value: float) -> void:
if not is_inside_tree():
return
max_linear_speed = value
arriver.agent.max_linear_speed = value
func set_max_linear_acceleration(value: float) -> void:
if not is_inside_tree():
return
max_linear_acceleration = value
arriver.agent.max_linear_acceleration = value

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@ -0,0 +1,49 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://demos/Arrive/Arriver.gd" type="Script" id=1]
[ext_resource path="res://assets/theme/gdquest.theme" type="Theme" id=2]
[ext_resource path="res://demos/Arrive/ArriveDemo.gd" type="Script" 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( 3 )
[node name="Arriver" type="KinematicBody2D" parent="."]
show_behind_parent = true
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="Node2D" parent="."]
position = Vector2( 0, 1 )
[node name="GUI" type="PanelContainer" parent="."]
anchor_right = 1.0
margin_right = 1024.0
margin_bottom = 87.0
rect_min_size = Vector2( 1024, 0 )
theme = ExtResource( 2 )
__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"]
margin_left = 16.0
margin_top = 16.0
margin_right = 1008.0
margin_bottom = 71.0
text = "Arrive Demo
Mouse click to make the red \"Player\" move to the yellow target"

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@ -0,0 +1,37 @@
extends KinematicBody2D
var agent := GSTSteeringAgent.new()
var target := GSTAgentLocation.new()
var arrive := GSTArrive.new(agent, target)
var _accel := GSTTargetAcceleration.new()
var _velocity := Vector2()
var _drag := 0.1
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 setup(
max_linear_speed: float,
max_linear_acceleration: float,
arrival_tolerance: float,
deceleration_radius: float
) -> void:
agent.max_linear_speed = max_linear_speed
agent.max_linear_acceleration = max_linear_acceleration
agent.position = Vector3(global_position.x, global_position.y, 0)
arrive.deceleration_radius = deceleration_radius
arrive.arrival_tolerance = arrival_tolerance
target.position = agent.position
func _update_agent() -> void:
agent.position = Vector3(global_position.x, global_position.y, 0)
agent.linear_velocity = Vector3(_velocity.x, _velocity.y, 0)

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@ -0,0 +1,63 @@
extends Node2D
onready var player := $Player
onready var gui := $GUI
onready var turret := $Turret
export(int, 0, 359) var max_angular_speed := 90 setget set_max_angular_speed
export(int, 0, 359) var max_angular_accel := 5 setget set_max_angular_accel
export(int, 0, 180) var align_tolerance := 5 setget set_align_tolerance
export(int, 0, 359) var deceleration_radius := 45 setget set_deceleration_radius
export(float, 0, 1000) var player_speed := 600.0 setget set_player_speed
func _ready() -> void:
player.speed = player_speed
turret.setup(
player.agent,
deg2rad(align_tolerance),
deg2rad(deceleration_radius),
deg2rad(max_angular_accel),
deg2rad(max_angular_speed)
)
func set_align_tolerance(value: int) -> void:
if not is_inside_tree():
return
align_tolerance = value
turret.face.alignment_tolerance = deg2rad(value)
func set_deceleration_radius(value: int) -> void:
if not is_inside_tree():
return
deceleration_radius = value
turret.face.deceleration_radius = deg2rad(value)
func set_max_angular_accel(value: int) -> void:
if not is_inside_tree():
return
max_angular_accel = value
turret.agent.max_angular_acceleration = deg2rad(value)
func set_max_angular_speed(value: int) -> void:
if not is_inside_tree():
return
max_angular_speed = value
turret.agent.max_angular_speed = deg2rad(value)
func set_player_speed(value: float) -> void:
if not is_inside_tree():
return
player_speed = value
player.speed = player_speed

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@ -1,10 +1,11 @@
[gd_scene load_steps=8 format=2]
[gd_scene load_steps=9 format=2]
[ext_resource path="res://demos/face/Turret.gd" type="Script" id=1]
[ext_resource path="res://demos/face/FaceDemo.gd" type="Script" id=2]
[ext_resource path="res://demos/face/Player.gd" type="Script" id=3]
[ext_resource path="res://demos/Face/Turret.gd" type="Script" id=1]
[ext_resource path="res://demos/Face/FaceDemo.gd" type="Script" id=2]
[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]
[sub_resource type="CircleShape2D" id=1]
radius = 16.0
@ -30,7 +31,7 @@ modulate = Color( 0.945098, 0.215686, 0.0705882, 1 )
texture = ExtResource( 5 )
[node name="Turret" type="KinematicBody2D" parent="."]
position = Vector2( 512, 150 )
position = Vector2( 512, 286.288 )
script = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="Turret"]
@ -39,3 +40,23 @@ shape = SubResource( 2 )
[node name="Sprite" type="Sprite" parent="Turret"]
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"]
margin_left = 16.0
margin_top = 16.0
margin_right = 1008.0
margin_bottom = 71.0
text = "Face Demo
Move the player around with WASD and notice the turret orient itself"

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@ -0,0 +1,22 @@
extends KinematicBody2D
var speed: float
onready var agent := GSTAgentLocation.new()
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)

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@ -0,0 +1,46 @@
extends KinematicBody2D
var face: GSTFace
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)

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@ -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

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@ -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)

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@ -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 )

View File

@ -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

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@ -2,7 +2,7 @@ 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 ShipType := preload("res://demos/PursueSeek/Ship.gd")
onready var ships := [$Player, $Pursuer, $Seeker]
var _clones := {}

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@ -1,4 +1,4 @@
extends "res://demos/pursue_vs_seek/Ship.gd"
extends "res://demos/PursueSeek/Ship.gd"
# Controls the player ship's movements based on player input.

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@ -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

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@ -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"]

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@ -1,4 +1,4 @@
extends "res://demos/pursue_vs_seek/Ship.gd"
extends "res://demos/PursueSeek/Ship.gd"
# Represents a ship that chases after the player.

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@ -8,13 +8,13 @@ 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(
@ -23,8 +23,6 @@ func _init() -> void:
)
)
func _ready() -> void:
var rng := RandomNumberGenerator.new()
rng.randomize()
@ -42,9 +40,10 @@ func _ready() -> void:
func set_behavior_mode(mode: int) -> void:
behavior_mode = mode
if not is_inside_tree():
return
if spawner:
behavior_mode = mode
match mode:
Mode.SEEK:
for child in spawner.get_children():
@ -55,16 +54,18 @@ func set_behavior_mode(mode: int) -> void:
func set_max_linear_speed(value: float) -> void:
max_linear_speed = value
if not is_inside_tree():
return
if spawner:
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:
max_linear_accel = value
for child in spawner.get_children():
child.agent.max_linear_acceleration = value

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@ -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]

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@ -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

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@ -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

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@ -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 )

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@ -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)

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@ -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)

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@ -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)

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@ -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

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@ -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)

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@ -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 )

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@ -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

View File

@ -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",

View File

@ -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]
@ -39,7 +39,7 @@ func create_path(waypoints: Array) -> void:
elif open:
break
else:
current = waypoints.front()
current = waypoints[0]
var segment := GSTSegment.new(previous, current)
length += segment.length
segment.cumulative_length = length