godot-steering-ai-framework/project/demos/Face/Turret.gd
Francois Belair 85784791ec Add and have most demos use specialized agents
The agents auto-update themselves and can calculate their velocities.
This keeps the user from having to create an update_agent function.
It can also save the user from having to keep track of and update
velocities at all by using the provided `apply_steering` method.

Closes #15, closes #16
2020-02-06 16:00:41 -05:00

45 lines
1016 B
GDScript

extends KinematicBody2D
var face: GSTFace
var agent := GSTNode2DAgent.new(self)
var _accel := GSTTargetAcceleration.new()
var _angular_drag := 0.1
var _cannon: Rect2
var _color: Color
onready var collision_shape := $CollisionShape2D
func _ready() -> void:
var radius = collision_shape.shape.radius
_cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius*2))
_color = collision_shape.outer_color
func _physics_process(delta: float) -> void:
face.calculate_steering(_accel)
agent._apply_steering(_accel, delta)
func _draw() -> void:
draw_rect(_cannon, _color)
func setup(
player_agent: GSTAgentLocation,
align_tolerance: float,
deceleration_radius: float,
angular_accel_max: float,
angular_speed_max: float
) -> void:
face = GSTFace.new(agent, player_agent)
face.alignment_tolerance = align_tolerance
face.deceleration_radius = deceleration_radius
agent.angular_acceleration_max = angular_accel_max
agent.angular_speed_max = angular_speed_max
agent.angular_drag_percentage = _angular_drag