godot-steering-ai-framework/godot/Demos/FollowPath/PathFollower.gd
2020-08-23 12:25:09 -04:00

50 lines
1.2 KiB
GDScript

extends KinematicBody2D
var _velocity := Vector2.ZERO
var _accel := GSAITargetAcceleration.new()
var _valid := false
var _drag := 0.1
onready var agent := GSAIKinematicBody2DAgent.new(self)
onready var path := GSAIPath.new(
[
Vector3(global_position.x, global_position.y, 0),
Vector3(global_position.x, global_position.y, 0)
],
true
)
onready var follow := GSAIFollowPath.new(agent, path, 0, 0)
func setup(
path_offset: float,
predict_time: float,
accel_max: float,
speed_max: float,
decel_radius: float,
arrival_tolerance: float
) -> void:
owner.drawer.connect("path_established", self, "_on_Drawer_path_established")
follow.path_offset = path_offset
follow.prediction_time = predict_time
follow.deceleration_radius = decel_radius
follow.arrival_tolerance = arrival_tolerance
agent.linear_acceleration_max = accel_max
agent.linear_speed_max = speed_max
agent.linear_drag_percentage = _drag
func _physics_process(delta: float) -> void:
if _valid:
follow.calculate_steering(_accel)
agent._apply_steering(_accel, delta)
func _on_Drawer_path_established(points: Array) -> void:
var positions := PoolVector3Array()
for p in points:
positions.append(Vector3(p.x, p.y, 0))
path.create_path(positions)
_valid = true