extends KinematicBody2D # Represents a ship that chases after the player. 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 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 := 0.1 func _ready() -> void: set_physics_process(false) func _physics_process(delta: float) -> void: _update_agent() accel = _orient_behavior.calculate_steering(accel) _angular_velocity += accel.angular _angular_velocity = clamp( lerp(_angular_velocity, 0, _angular_drag), -agent.max_angular_speed, agent.max_angular_speed ) rotation += _angular_velocity * delta accel = _behavior.calculate_steering(accel) _linear_velocity += Vector2(accel.linear.x, accel.linear.y) _linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient) _linear_velocity = _linear_velocity.clamped(agent.max_linear_speed) _linear_velocity = move_and_slide(_linear_velocity) func setup(predict_time: float, max_linear_speed: float, max_linear_accel: float) -> void: if use_seek: _behavior = GSTSeek.new(agent, player_agent) else: _behavior = GSTPursue.new(agent, player_agent, predict_time) _orient_behavior = GSTLookWhereYouGo.new(agent) _orient_behavior.alignment_tolerance = 0.001 _orient_behavior.deceleration_radius = PI/2 agent.max_angular_acceleration = 2 agent.max_angular_speed = 5 agent.max_linear_acceleration = max_linear_accel agent.max_linear_speed = max_linear_speed _update_agent() set_physics_process(true) func _update_agent() -> void: agent.position.x = global_position.x agent.position.y = global_position.y agent.orientation = rotation agent.linear_velocity.x = _linear_velocity.x agent.linear_velocity.y = _linear_velocity.y agent.angular_velocity = _angular_velocity