godot-steering-ai-framework/project/demos/PursueSeek/Pursuer.gd
Răzvan C. Rădulescu 1a37b2bee0 Update project to follow GDScript guidelines closer
Used `var variable := 0.0` as discussed in the Godot issue, instead of
`var variable: = 0.0`.

Mostly these are minor/cosmetic changes, but I've also reorganized the
folder structure (naming of folders) to reflect our guidelines, plus
made some minor changes to the demo codes. Still work in progress.
2020-01-16 10:44:44 +02:00

68 lines
2.0 KiB
GDScript

extends "res://demos/PursueSeek/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 _linear_drag_coefficient := 0.025
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, owner.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 = owner.max_linear_accel
agent.max_linear_speed = owner.max_linear_speed
_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)
_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)
_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