godot_boids/addons/boids/boid_2d/boid_2d.gd

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extends Node2D
class_name Boid2D
## controls the properties of this boid, deciding how it will behave.
@export var properties: BoidProperties
# position is .position since this is base Node2D
var velocity := Vector2.ZERO
# this is assigned by the flock, if this boid is a child of it
var flock: Flock
## applies some force to this boid.
func apply_force(spatial_force: Vector3) -> void:
var force := Vector2(spatial_force.x, spatial_force.y)
velocity += force
velocity = velocity.limit_length(properties.max_speed)
position += velocity * BoidManager.SIMULATION_RATE
func _get_boid_position() -> Vector3:
return Vector3(position.x, position.y, 0.0)
func _get_boid_velocity() -> Vector3:
return Vector3(velocity.x, velocity.y, 0.0)