godot-steering-ai-framework/project/demos/Face/FaceDemo.gd
Nathan Lovato 6132a0aa25 Refactor the demos to support screen resizing
Add BackgroudLayer and DemoInterface scenes that we can reuse across demos
Set the game to 2D and extend window modes

Part of #21
2020-02-08 15:40:43 -06:00

64 lines
1.5 KiB
GDScript

extends Node
export(int, 0, 359, 2) var angular_speed_max := 120 setget set_angular_speed_max
export(int, 0, 359, 2) var angular_accel_max := 10 setget set_angular_accel_max
export(int, 0, 180, 2) var align_tolerance := 5 setget set_align_tolerance
export(int, 0, 359, 2) var deceleration_radius := 45 setget set_deceleration_radius
export(float, 0, 1000, 40) var player_speed := 600.0 setget set_player_speed
onready var player := $Player
onready var gui := $GUI
onready var turret := $Turret
func _ready() -> void:
player.speed = player_speed
turret.setup(
player.agent,
deg2rad(align_tolerance),
deg2rad(deceleration_radius),
deg2rad(angular_accel_max),
deg2rad(angular_speed_max)
)
func set_align_tolerance(value: int) -> void:
align_tolerance = value
if not is_inside_tree():
return
turret.face.alignment_tolerance = deg2rad(value)
func set_deceleration_radius(value: int) -> void:
deceleration_radius = value
if not is_inside_tree():
return
turret.face.deceleration_radius = deg2rad(value)
func set_angular_accel_max(value: int) -> void:
angular_accel_max = value
if not is_inside_tree():
return
turret.agent.angular_acceleration_max = deg2rad(value)
func set_angular_speed_max(value: int) -> void:
angular_speed_max = value
if not is_inside_tree():
return
turret.agent.angular_speed_max = deg2rad(value)
func set_player_speed(value: float) -> void:
player_speed = value
if not is_inside_tree():
return
player.speed = player_speed