mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
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57f3c4a24a
This makes the code more in line with GDQuest gdscript guidelines about not both transforming state and returning a value.
38 lines
1.1 KiB
GDScript
38 lines
1.1 KiB
GDScript
extends KinematicBody2D
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var agent := GSTSteeringAgent.new()
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var target := GSTAgentLocation.new()
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var arrive := GSTArrive.new(agent, target)
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var _accel := GSTTargetAcceleration.new()
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var _velocity := Vector2()
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var _drag := 0.1
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func _physics_process(delta: float) -> void:
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_update_agent()
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arrive.calculate_steering(_accel)
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_velocity += Vector2(_accel.linear.x, _accel.linear.y)
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_velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag).clamped(agent.linear_speed_max)
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_velocity = move_and_slide(_velocity)
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func setup(
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linear_speed_max: float,
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linear_acceleration_max: float,
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arrival_tolerance: float,
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deceleration_radius: float
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) -> void:
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agent.linear_speed_max = linear_speed_max
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agent.linear_acceleration_max = linear_acceleration_max
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agent.position = Vector3(global_position.x, global_position.y, 0)
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arrive.deceleration_radius = deceleration_radius
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arrive.arrival_tolerance = arrival_tolerance
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target.position = agent.position
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func _update_agent() -> void:
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agent.position = Vector3(global_position.x, global_position.y, 0)
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agent.linear_velocity = Vector3(_velocity.x, _velocity.y, 0)
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