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https://github.com/Relintai/godot-steering-ai-framework.git
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4885707145
They were looking kind of floaty, moving not like spaceships but like they were on ice. Now they travel along their orientation, towards where the player is/will be.
75 lines
2.2 KiB
GDScript
75 lines
2.2 KiB
GDScript
extends KinematicBody2D
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# Represents a ship that chases after the player.
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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 _linear_drag_coefficient := 0.025
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var _angular_velocity := 0.0
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var _angular_drag := 0.1
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var _direction_face := GSTAgentLocation.new()
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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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func _ready() -> void:
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set_physics_process(false)
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func _physics_process(delta: float) -> void:
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_update_agent()
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accel = _behavior.calculate_steering(accel)
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_direction_face.position = agent.position + accel.linear.normalized()
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accel = _orient_behavior.calculate_steering(accel)
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_angular_velocity += accel.angular
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_angular_velocity = clamp(
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lerp(_angular_velocity, 0, _angular_drag),
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-agent.angular_speed_max,
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agent.angular_speed_max
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)
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rotation += _angular_velocity * delta
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_linear_velocity += GSTUtils.angle_to_vector2(rotation) * -agent.linear_acceleration_max
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_linear_velocity = _linear_velocity.clamped(agent.linear_speed_max)
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_linear_velocity = _linear_velocity.linear_interpolate(Vector2.ZERO, _linear_drag_coefficient)
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_linear_velocity = move_and_slide(_linear_velocity)
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func setup(predict_time: float, linear_speed_max: float, linear_accel_max: float) -> 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, predict_time)
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_orient_behavior = GSTFace.new(agent, _direction_face)
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_orient_behavior.alignment_tolerance = deg2rad(5)
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_orient_behavior.deceleration_radius = deg2rad(5)
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agent.angular_acceleration_max = deg2rad(40)
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agent.angular_speed_max = deg2rad(90)
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agent.linear_acceleration_max = linear_accel_max
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agent.linear_speed_max = linear_speed_max
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_update_agent()
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set_physics_process(true)
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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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