godot-steering-ai-framework/project/demos/PursueSeek/Pursuer.gd
Francois Belair 6e6f27505c Fix init time setters and export Follow variables
The use of `not is_inside_tree()` before setting the setting class' value
meant that the starting values would always be the default. Moving the
value setting before checking for tree readiness fixes the issue.
2020-01-16 12:31:02 -05:00

71 lines
2.0 KiB
GDScript

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