extends KinematicBody2D # Represents a ship that chases after the player. 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 onready var agent := GSTSteeringAgent.new() onready var accel := GSTTargetAcceleration.new() onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent 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.angular_speed_max, agent.angular_speed_max ) rotation += _angular_velocity * delta accel = _behavior.calculate_steering(accel) _linear_velocity += Vector2(accel.linear.x, accel.linear.y) _linear_velocity = _linear_velocity.clamped(agent.linear_speed_max) _linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient) _linear_velocity = move_and_slide(_linear_velocity) func setup(predict_time: float, linear_speed_max: float, linear_accel_max: 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.angular_acceleration_max = deg2rad(10) agent.angular_speed_max = deg2rad(45) agent.linear_acceleration_max = linear_accel_max agent.linear_speed_max = linear_speed_max _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