61 lines
2.0 KiB
GDScript
61 lines
2.0 KiB
GDScript
class_name NPCCar
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extends PathFollow2D
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@export var car : Car
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@export var distanceMax = 100
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var astar_grid: AStarGrid2D
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var toFollow: Array[Vector2i]
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@export var world: TileMapLayer
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var CARLAYER = 1
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func _ready() -> void:
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astar_grid = AStarGrid2D.new()
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astar_grid.region = world.get_used_rect()
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astar_grid.cell_size = Vector2(48, 48)
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astar_grid.set_default_compute_heuristic(AStarGrid2D.HEURISTIC_MANHATTAN)
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astar_grid.set_default_estimate_heuristic(AStarGrid2D.HEURISTIC_MANHATTAN)
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astar_grid.update()
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# only take into account the tiles that are marked with a navigation layer for cars
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for x in world.get_used_rect().size.x:
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for y in world.get_used_rect().size.y:
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var tile_position = Vector2(
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x + world.get_used_rect().position.x,
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y + world.get_used_rect().position.y,
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)
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var tile_data = world.get_cell_tile_data(tile_position)
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if tile_data == null or tile_data.get_navigation_polygon(CARLAYER) == null:
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astar_grid.set_point_solid(tile_position)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if car == null:
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return
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# make the wanted position on the track move ahead by a certain amount
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if position.distance_to(car.position) < distanceMax and (toFollow == null or toFollow.is_empty()):
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progress += 200
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# compute the new navigation points the car should follow
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var points = astar_grid.get_id_path(
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world.local_to_map(world.to_local(car.global_position)),
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world.local_to_map(world.to_local(global_position))
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).slice(1)
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if !points.is_empty():
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toFollow = points
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if OS.is_debug_build():
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$Label.text = (
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"position "+str(global_position)+
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"\n, map position "+ str(world.local_to_map(world.to_local(global_position)))+
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"\npoint to follow "+str(toFollow)+
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"\n world position" + str(world.global_position)
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)
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if !toFollow.is_empty():
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if world.local_to_map(world.to_local(car.global_position)) == toFollow.front():
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toFollow.pop_front()
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if !toFollow.is_empty():
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car.moveTo(world.to_global(world.map_to_local(toFollow.front())));
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