mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +01:00
1f44bace3e
- simplify code when possible - add a simple info panel - adhere to the "new" gdscript guidelines
83 lines
2.0 KiB
GDScript
83 lines
2.0 KiB
GDScript
extends Node2D
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# Access helper class for children to access window boundaries.
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enum Mode { FLEE, SEEK }
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export(Mode) var behavior_mode := Mode.SEEK setget set_behavior_mode
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export(float, 0, 2000, 40) var max_linear_speed := 200.0 setget set_max_linear_speed
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export(float, 0, 500, 0.5) var max_linear_accel := 10.0 setget set_max_linear_accel
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export(float) var player_speed := 600.0 setget set_player_speed
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var camera_boundaries: Rect2
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onready var player: KinematicBody2D = $Player
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onready var spawner: Node2D = $Spawner
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func _ready() -> void:
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camera_boundaries = Rect2(
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Vector2.ZERO,
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Vector2(
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ProjectSettings["display/window/size/width"],
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ProjectSettings["display/window/size/height"]
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)
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)
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var rng := RandomNumberGenerator.new()
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rng.randomize()
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player.speed = player_speed
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for i in range(spawner.entity_count):
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var new_pos := Vector2(
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rng.randf_range(-camera_boundaries.size.x/2, camera_boundaries.size.x/2),
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rng.randf_range(-camera_boundaries.size.y/2, camera_boundaries.size.y/2)
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)
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var entity: KinematicBody2D = spawner.Entity.instance()
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entity.global_position = new_pos
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entity.player_agent = player.agent
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entity.start_speed = max_linear_speed
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entity.start_accel = max_linear_accel
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spawner.add_child(entity)
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func set_behavior_mode(mode: int) -> void:
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if not is_inside_tree():
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return
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behavior_mode = mode
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match mode:
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Mode.SEEK:
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for child in spawner.get_children():
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child.use_seek = true
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Mode.FLEE:
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for child in spawner.get_children():
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child.use_seek = false
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func set_max_linear_speed(value: float) -> void:
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if not is_inside_tree():
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return
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max_linear_speed = value
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for child in spawner.get_children():
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child.agent.max_linear_speed = value
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func set_max_linear_accel(value: float) -> void:
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if not is_inside_tree():
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return
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max_linear_accel = value
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for child in spawner.get_children():
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child.agent.max_linear_acceleration = value
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func set_player_speed(value: float) -> void:
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if not is_inside_tree():
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return
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player_speed = value
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player.speed = player_speed
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