godot-steering-ai-framework/project/demos/Quickstart/Player.gd
Francois Belair 4885707145 Improved how the AI looks in Pursue VS Seek demo
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.
2020-01-29 10:04:47 -05:00

91 lines
2.8 KiB
GDScript

extends KinematicBody2D
export var speed_max := 650.0
export var acceleration_max := 70.0
export var rotation_speed_max := 240
export var rotation_accel_max := 40
export var bullet: PackedScene
var velocity := Vector2.ZERO
var angular_velocity := 0.0
var direction := Vector2.RIGHT
onready var agent := GSTSteeringAgent.new()
onready var proxy_target := GSTAgentLocation.new()
onready var face := GSTFace.new(agent, proxy_target)
onready var accel := GSTTargetAcceleration.new()
onready var bullets := owner.get_node("Bullets")
func _ready() -> void:
agent.linear_speed_max = speed_max
agent.linear_acceleration_max = acceleration_max
agent.angular_speed_max = deg2rad(rotation_speed_max)
agent.angular_acceleration_max = deg2rad(rotation_accel_max)
agent.bounding_radius = calculate_radius($CollisionPolygon2D.polygon)
update_agent()
var mouse_pos := get_global_mouse_position()
proxy_target.position.x = mouse_pos.x
proxy_target.position.y = mouse_pos.y
face.alignment_tolerance = deg2rad(5)
face.deceleration_radius = deg2rad(45)
func _physics_process(delta: float) -> void:
update_agent()
var movement := get_movement()
direction = GSTUtils.angle_to_vector2(rotation)
velocity += direction * acceleration_max * movement
velocity = velocity.clamped(speed_max)
velocity = velocity.linear_interpolate(Vector2.ZERO, 0.1)
velocity = move_and_slide(velocity)
face.calculate_steering(accel)
angular_velocity += accel.angular
angular_velocity = clamp(angular_velocity, -agent.angular_speed_max, agent.angular_speed_max)
angular_velocity = lerp(angular_velocity, 0, 0.1)
rotation += angular_velocity * delta
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseMotion:
var mouse_pos: Vector2 = event.position
proxy_target.position.x = mouse_pos.x
proxy_target.position.y = mouse_pos.y
elif event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed:
var next_bullet: = bullet.instance()
next_bullet.global_position = global_position - direction * (agent.bounding_radius-5)
next_bullet.player = self
next_bullet.start(-direction)
bullets.add_child(next_bullet)
func get_movement() -> float:
return Input.get_action_strength("sf_down") - Input.get_action_strength("sf_up")
func update_agent() -> void:
agent.position.x = global_position.x
agent.position.y = global_position.y
agent.orientation = rotation
agent.linear_velocity.x = velocity.x
agent.linear_velocity.y = velocity.y
agent.angular_velocity = angular_velocity
func calculate_radius(polygon: PoolVector2Array) -> float:
var furthest_point := Vector2(-INF, -INF)
for p in polygon:
if abs(p.x) > furthest_point.x:
furthest_point.x = p.x
if abs(p.y) > furthest_point.y:
furthest_point.y = p.y
return furthest_point.length()