godot-steering-ai-framework/project/demos/Arrive/Arriver.gd
Răzvan C. Rădulescu 1baed58659 Review smart agents
I made minimal changes, mostly cosmetic like so:

- rename KinematicMovementType to MovementType since
  GSTKinematicBody2DAgent.KinematicMovementType.COLLIDE for example is
  really more than a mouthful with repeated Kinematic in the name
- add optional movement_type parameter to the constructor, otherwise
  we'd be forced to construct the object and then specify as an
  aditional step the type of movement if we want something else than the
  default
- rewrote the constructor to yield on ready and removed _on_body_ready
- renamed _apply_steering to apply_steering as this is a public method
- renamed _on_SceneTree_frame to _on_SceneTree_physics_frame
2020-02-07 12:29:45 +02:00

30 lines
766 B
GDScript

extends KinematicBody2D
var agent := GSTKinematicBody2DAgent.new(self)
var target := GSTAgentLocation.new()
var arrive := GSTArrive.new(agent, target)
var _accel := GSTTargetAcceleration.new()
var _velocity := Vector2()
var _drag := 0.1
func _physics_process(delta: float) -> void:
arrive.calculate_steering(_accel)
agent.apply_steering(_accel, delta)
func setup(
linear_speed_max: float,
linear_acceleration_max: float,
arrival_tolerance: float,
deceleration_radius: float
) -> void:
agent.linear_speed_max = linear_speed_max
agent.linear_acceleration_max = linear_acceleration_max
agent.linear_drag_percentage = _drag
arrive.deceleration_radius = deceleration_radius
arrive.arrival_tolerance = arrival_tolerance
target.position = agent.position