mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-12-28 09:47:16 +01:00
6e6f27505c
The use of `not is_inside_tree()` before setting the setting class' value meant that the starting values would always be the default. Moving the value setting before checking for tree readiness fixes the issue.
96 lines
2.3 KiB
GDScript
96 lines
2.3 KiB
GDScript
extends KinematicBody2D
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# Controls the player ship's movements based on player input.
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onready var agent := GSTSteeringAgent.new()
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export var thruster_strength := 175.0
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export var side_thruster_strength := 10.0
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export var max_velocity := 300.0
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export var max_angular_velocity := 2.0
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export var angular_drag := 0.025
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export var linear_drag := 0.025
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var _linear_velocity := Vector2()
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var _angular_velocity := 0.0
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func _physics_process(delta: float) -> void:
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var movement := _get_movement()
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_angular_velocity = _calculate_angular_velocity(
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movement.x,
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_angular_velocity,
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side_thruster_strength,
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max_angular_velocity,
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angular_drag,
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delta
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)
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rotation += _angular_velocity * delta
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_linear_velocity = _calculate_linear_velocity(
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movement.y,
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_linear_velocity,
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Vector2.UP.rotated(rotation),
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linear_drag,
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thruster_strength,
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max_velocity,
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delta
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)
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_linear_velocity = move_and_slide(_linear_velocity)
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_update_agent()
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func _calculate_angular_velocity(
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horizontal_movement: float,
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current_velocity: float,
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thruster_strength: float,
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max_velocity: float,
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ship_drag: float,
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delta: float
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) -> float:
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var velocity := clamp(
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current_velocity + thruster_strength * horizontal_movement * delta,
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-max_velocity,
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max_velocity
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)
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velocity = lerp(velocity, 0, ship_drag)
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return velocity
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func _calculate_linear_velocity(
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vertical_movement: float,
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current_velocity: Vector2,
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facing_direction: Vector2,
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ship_drag_coefficient: float,
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strength: float,
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max_speed: float,
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delta: float
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) -> Vector2:
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var actual_strength := 0.0
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if vertical_movement > 0:
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actual_strength = strength
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elif vertical_movement < 0:
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actual_strength = -strength/1.5
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var velocity := current_velocity + facing_direction * actual_strength * delta
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velocity = velocity.linear_interpolate(Vector2.ZERO, ship_drag_coefficient)
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return velocity.clamped(max_speed)
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func _get_movement() -> Vector2:
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return Vector2( Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
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Input.get_action_strength("sf_up") - Input.get_action_strength("sf_down"))
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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.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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agent.orientation = rotation
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