# A specialized steering agent that updates itself every frame so the user does # not have to using a KinematicBody2D extends GSTSpecializedAgent class_name GSTKinematicBody2DAgent # SLIDE uses `move_and_slide` # COLLIDE uses `move_and_collide` # POSITION changes the `global_position` directly enum MovementType { SLIDE, COLLIDE, POSITION } # The KinematicBody2D to keep track of var body: KinematicBody2D setget _set_body # The type of movement the body executes var movement_type: int var _last_position: Vector2 func _init(body: KinematicBody2D, movement_type: int = MovementType.SLIDE) -> void: if not body.is_inside_tree(): yield(body, "ready") self.body = body self.movement_type = movement_type body.get_tree().connect("physics_frame", self, "_on_SceneTree_physics_frame") # Moves the agent's `body` by target `acceleration`. # tags: virtual func _apply_steering(acceleration: GSTTargetAcceleration, delta: float) -> void: _applied_steering = true match movement_type: MovementType.COLLIDE: _apply_collide_steering(acceleration.linear, delta) MovementType.SLIDE: _apply_sliding_steering(acceleration.linear) _: _apply_position_steering(acceleration.linear, delta) _apply_orientation_steering(acceleration.angular, delta) func _apply_sliding_steering(accel: Vector3) -> void: var velocity := GSTUtils.to_vector2(linear_velocity + accel).clamped(linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate(Vector2.ZERO, linear_drag_percentage) velocity = body.move_and_slide(velocity) if calculate_velocities: linear_velocity = GSTUtils.to_vector3(velocity) func _apply_collide_steering(accel: Vector3, delta: float) -> void: var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate( Vector3.ZERO, linear_drag_percentage ) body.move_and_collide(GSTUtils.to_vector2(velocity) * delta) if calculate_velocities: linear_velocity = velocity func _apply_position_steering(accel: Vector3, delta: float) -> void: var velocity := GSTUtils.clampedv3(linear_velocity + accel, linear_speed_max) if apply_linear_drag: velocity = velocity.linear_interpolate( Vector3.ZERO, linear_drag_percentage ) body.global_position += GSTUtils.to_vector2(velocity) * delta if calculate_velocities: linear_velocity = velocity func _apply_orientation_steering(angular_acceleration: float, delta: float) -> void: var velocity = angular_velocity + angular_acceleration if apply_angular_drag: velocity = lerp(velocity, 0, angular_drag_percentage) body.rotation += velocity * delta if calculate_velocities: angular_velocity = velocity func _set_body(value: KinematicBody2D) -> void: body = value _last_position = body.global_position _last_orientation = body.rotation position = GSTUtils.to_vector3(_last_position) orientation = _last_orientation func _on_SceneTree_physics_frame() -> void: var current_position: Vector2 = body.global_position var current_orientation: float = body.rotation position = GSTUtils.to_vector3(current_position) orientation = current_orientation if calculate_velocities: if _applied_steering: _applied_steering = false else: linear_velocity = GSTUtils.clampedv3( GSTUtils.to_vector3(_last_position - current_position), linear_speed_max ) if apply_linear_drag: linear_velocity = linear_velocity.linear_interpolate( Vector3.ZERO, linear_drag_percentage ) angular_velocity = clamp( _last_orientation - current_orientation, -angular_speed_max, angular_speed_max ) if apply_angular_drag: angular_velocity = lerp( angular_velocity, 0, angular_drag_percentage ) _last_position = current_position _last_orientation = current_orientation