extends "res://demos/pursue_vs_seek/Ship.gd" # 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 _angular_velocity: = 0.0 var _angular_drag: = 1.0 func _ready() -> void: _setup() func _setup() -> void: if use_seek: _behavior = GSTSeek.new(agent, player_agent) else: _behavior = GSTPursue.new(agent, player_agent, 2) _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 = 75 agent.max_linear_speed = 125 _update_agent() func _physics_process(delta: float) -> void: accel = _orient_behavior.calculate_steering(accel) _angular_velocity += accel.angular if _angular_velocity < 0: _angular_velocity += _angular_drag * delta elif _angular_velocity > 0: _angular_velocity -= _angular_drag * delta rotation = rotation + _angular_velocity * delta accel = _behavior.calculate_steering(accel) _linear_velocity += Vector2(accel.linear.x, accel.linear.y) * delta _linear_velocity -= _linear_velocity.normalized() * 10 * delta _linear_velocity = _linear_velocity.clamped(agent.max_linear_speed) _linear_velocity = move_and_slide(_linear_velocity) _update_agent() 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