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-rw-r--r--Scripts/car_behaviour.gd78
-rw-r--r--Scripts/scene_control.gd12
2 files changed, 90 insertions, 0 deletions
diff --git a/Scripts/car_behaviour.gd b/Scripts/car_behaviour.gd
new file mode 100644
index 0000000..dfc9ea4
--- /dev/null
+++ b/Scripts/car_behaviour.gd
@@ -0,0 +1,78 @@
+extends StaticBody2D
+
+# editor variables
+@export var max_speed = 350
+@export var steer_force = 0.1
+@export var look_ahead = 100
+@export var num_rays = 8
+
+# context array
+var ray_directions = []
+var interest = []
+var danger = []
+
+var chosen_dir = Vector2.ZERO
+var velocity = Vector2.ZERO
+var acceleration = Vector2.ZERO
+
+
+# Called when the node enters the scene tree for the first time.
+func _ready():
+ interest.resize(num_rays)
+ danger.resize(num_rays)
+ ray_directions.resize(num_rays)
+ for i in num_rays:
+ var angle = i * 2 * PI / num_rays
+ ray_directions[i] = Vector2.RIGHT.rotated(angle)
+ print(ray_directions)
+
+
+func _physics_process(delta):
+ set_interest()
+ set_danger()
+ choose_direction()
+ var desired_velocity = chosen_dir.rotated(rotation) * max_speed
+ velocity = velocity.lerp(desired_velocity, steer_force)
+ rotation = velocity.angle()
+ move_and_collide(velocity * delta)
+
+func set_interest():
+ # Set interest in each slot based on world direction
+ if owner and owner.has_method("get_path_direction"):
+ var path_direction = owner.get_path_direction(position)
+ for i in num_rays:
+ var d = ray_directions[i].rotated(rotation).dot(path_direction)
+ interest[i] = max(0, d)
+ # If no world path, use default interest
+ else:
+ set_default_interest()
+
+func set_default_interest():
+ # Default to moving forward
+ for i in num_rays:
+ var d = ray_directions[i].rotated(rotation).dot(transform.x)
+ interest[i] = max(0, d)
+
+func set_danger():
+ # Cast rays to find danger directions
+ var space_state = get_world_2d().direct_space_state
+
+ var params = PhysicsRayQueryParameters2D.new()
+ params.from = position
+ params.exclude = [self]
+
+ for i in num_rays:
+ params.to = position + ray_directions[i].rotated(rotation) * look_ahead
+ var result = space_state.intersect_ray(params)
+ danger[i] = 1.0 if result else 0.0
+
+func choose_direction():
+ # Eliminate interest in slots with danger
+ for i in num_rays:
+ if danger[i] > 0.0:
+ interest[i] = 0.0
+ # Choose direction based on remaining interest
+ chosen_dir = Vector2.ZERO
+ for i in num_rays:
+ chosen_dir += ray_directions[i] * interest[i]
+ chosen_dir = chosen_dir.normalized()
diff --git a/Scripts/scene_control.gd b/Scripts/scene_control.gd
new file mode 100644
index 0000000..99bc3a2
--- /dev/null
+++ b/Scripts/scene_control.gd
@@ -0,0 +1,12 @@
+extends Node
+
+class_name SceneControl
+
+@onready var path : Path2D = $Path2D
+@onready var path_follow : PathFollow2D = $Path2D/PathFollow2D
+
+
+func get_path_direction(pos):
+ var offset = path.curve.get_closest_offset(pos)
+ path_follow.h_offset = offset
+ return path_follow.transform.x