mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
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69 lines
1.8 KiB
GDScript
69 lines
1.8 KiB
GDScript
extends "res://demos/pursue_vs_seek/Ship.gd"
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"""
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Represents a ship that chases after the player.
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"""
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onready var agent: = GSTSteeringAgent.new()
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onready var accel: = GSTTargetAcceleration.new()
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onready var player_agent: GSTSteeringAgent = owner.find_node("Player", true, false).agent
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export var use_seek: bool = false
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var _orient_behavior: GSTSteeringBehavior
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var _behavior: GSTSteeringBehavior
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var _linear_velocity: = Vector2()
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var _angular_velocity: = 0.0
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var _angular_drag: = 1.0
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func _ready() -> void:
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_setup()
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func _setup() -> void:
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if use_seek:
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_behavior = GSTSeek.new(agent, player_agent)
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else:
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_behavior = GSTPursue.new(agent, player_agent, 2)
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_orient_behavior = GSTLookWhereYouGo.new(agent)
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_orient_behavior.alignment_tolerance = 0.001
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_orient_behavior.deceleration_radius = PI/2
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agent.max_angular_acceleration = 2
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agent.max_angular_speed = 5
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agent.max_linear_acceleration = 120
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agent.max_linear_speed = 200
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_update_agent()
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func _physics_process(delta: float) -> void:
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accel = _orient_behavior.calculate_steering(accel)
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_angular_velocity += accel.angular
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if _angular_velocity < 0:
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_angular_velocity += _angular_drag * delta
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elif _angular_velocity > 0:
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_angular_velocity -= _angular_drag * delta
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rotation = rotation + _angular_velocity * delta
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accel = _behavior.calculate_steering(accel)
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_linear_velocity = (
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_linear_velocity + Vector2(accel.linear.x, accel.linear.y) * delta).clamped(agent.max_linear_speed)
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_linear_velocity -= _linear_velocity * 1 * delta
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_linear_velocity = move_and_slide(_linear_velocity)
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_update_agent()
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func _update_agent() -> void:
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agent.position.x = global_position.x
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agent.position.y = global_position.y
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agent.orientation = rotation
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agent.linear_velocity.x = _linear_velocity.x
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agent.linear_velocity.y = _linear_velocity.y
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agent.angular_velocity = _angular_velocity
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