mirror of
https://github.com/Relintai/godot-steering-ai-framework.git
synced 2024-11-14 04:57:19 +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.
83 lines
2.0 KiB
GDScript
83 lines
2.0 KiB
GDScript
extends Node2D
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# Access helper class for children to access window boundaries.
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enum Mode { FLEE, SEEK }
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export(Mode) var behavior_mode := Mode.SEEK setget set_behavior_mode
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export(float, 0, 2000, 40) var max_linear_speed := 200.0 setget set_max_linear_speed
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export(float, 0, 500, 0.5) var max_linear_accel := 10.0 setget set_max_linear_accel
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export(float) var player_speed := 600.0 setget set_player_speed
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var camera_boundaries: Rect2
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onready var player: KinematicBody2D = $Player
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onready var spawner: Node2D = $Spawner
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func _ready() -> void:
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camera_boundaries = Rect2(
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Vector2.ZERO,
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Vector2(
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ProjectSettings["display/window/size/width"],
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ProjectSettings["display/window/size/height"]
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)
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)
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var rng := RandomNumberGenerator.new()
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rng.randomize()
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player.speed = player_speed
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for i in range(spawner.entity_count):
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var new_pos := Vector2(
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rng.randf_range(-camera_boundaries.size.x/2, camera_boundaries.size.x/2),
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rng.randf_range(-camera_boundaries.size.y/2, camera_boundaries.size.y/2)
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)
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var entity: KinematicBody2D = spawner.Entity.instance()
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entity.global_position = new_pos
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entity.player_agent = player.agent
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entity.start_speed = max_linear_speed
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entity.start_accel = max_linear_accel
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spawner.add_child(entity)
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func set_behavior_mode(mode: int) -> void:
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behavior_mode = mode
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if not is_inside_tree():
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return
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match mode:
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Mode.SEEK:
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for child in spawner.get_children():
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child.use_seek = true
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Mode.FLEE:
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for child in spawner.get_children():
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child.use_seek = false
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func set_max_linear_speed(value: float) -> void:
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max_linear_speed = value
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if not is_inside_tree():
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return
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for child in spawner.get_children():
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child.agent.max_linear_speed = value
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func set_max_linear_accel(value: float) -> void:
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max_linear_accel = value
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if not is_inside_tree():
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return
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for child in spawner.get_children():
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child.agent.max_linear_acceleration = value
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func set_player_speed(value: float) -> void:
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player_speed = value
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if not is_inside_tree():
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return
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player.speed = player_speed
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