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flocking_fish.gd
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flocking_fish.gd
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extends Sprite
var steering_control = preload( "res://steering.gd" ).new()
var target_obj = null
var vel = Vector2()
var force = Vector2();
var other_bodies = []
export( String, "steering", "fleeing", "wander" ) var mode = "steering"
func _ready():
steering_control
steering_control.max_vel = 300
steering_control.max_force = 1000
other_bodies = get_parent().get_children()
other_bodies.remove( other_bodies.find( self ) )
print( "Found ", other_bodies.size() )
set_fixed_process( true )
func _fixed_process( delta ):
#if target_obj == null: return
var chase_force = Vector2()
var cur_pos = get_global_pos()
if target_obj != null:
if mode == "steering":
chase_force = steering_control.steering( cur_pos, target_obj.get_global_pos(), vel, delta )
elif mode == "fleeing":
chase_force = steering_control.fleeing( get_global_pos(), target_obj.get_global_pos(), vel, 150, delta )
elif mode == "wander":
chase_force = steering_control.wander( vel, 100, 50 )
var bound_force = steering_control.rect_bound( cur_pos, vel, Rect2( Vector2( 0, 0 ), Vector2( 1024, 930 ) ).size, 50, 10, delta )
var other_pos = []
var other_vel = []
for o in other_bodies:
other_pos.append( o.get_global_pos() )
other_vel.append( o.vel )
var flockforce = Vector2()
flockforce = steering_control.flocking( cur_pos, vel, other_pos, other_vel, \
30, 200, \
200, 1, \
200, 1 )
#print( chase_force, " ", flockforce )
var force = chase_force + bound_force + flockforce
force = steering_control.truncate( force, steering_control.max_force )
vel += force * delta
vel = steering_control.truncate( vel, steering_control.max_vel )
var motion = Vector2()
motion = vel * delta
set_pos( cur_pos + motion )
# rotate sprite accordingly
if vel.x >= 0:
set_scale( Vector2( 1, 1 ) )
set_rot( vel.angle() - PI / 2 )
else:
set_scale( Vector2( -1, 1 ) )
set_rot( vel.angle() + PI / 2 )
func set_target( obj ):
target_obj = obj