chore: init
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.gitattributes
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.gitattributes
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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3
.gitignore
vendored
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.gitignore
vendored
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||||
# Godot 4+ specific ignores
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||||
.godot/
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||||
/android/
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21
LICENSE.txt
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21
LICENSE.txt
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|
||||
MIT License
|
||||
|
||||
Copyright (c) 2024 yusdacra
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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||||
SOFTWARE.
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17
README.md
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17
README.md
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# boid_2d
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Addon for Godot that adds a 2D node for simulating boids / flocking.
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![boids](./resources/boids.gif)
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## Usage
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Clone the repository and copy over the addon.
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Make an inherited scene from `boid.tscn`, add a `Sprite2D` (or whatever visuals you have) and instantiate and spawn many.
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Checkout the examples on how to use it more.
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## TODO
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- [ ] fix weird spasming behaviour
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- [ ] improve collision (dont only bounce, maybe follow wall in some conditions etc.)
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||||
- [ ] improve performance (BoidManager autoload that tracks and manages every boid?)
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121
addons/boid_2d/boid.gd
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121
addons/boid_2d/boid.gd
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@ -0,0 +1,121 @@
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extends Area2D
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class_name Boid
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## sets the `RayCast2D` used to detect walls.
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@export var wallcast: RayCast2D
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## sets the `Area2D` used for vision (seeing other boids).
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@export var vision: Area2D
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## sets the rotate timer, allowing boids to perform random rotations based on the timer's timeout signal.
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@export var rotate_timer: Timer
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@export_group("properties")
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## controls the target (max) speed.
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@export var target_speed := 6.0
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## controls how much other boids affect this boid.
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## higher values will make them more dispersed.
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@export var steer_away_factor := 40
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## controls whether or not to run collisions before running boid calculations.
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## enabling this can help reduce boids escaping colliders, especially if they are following something.
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@export var collide_first := false
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@export_group("follow")
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## controls which node to try and follow, if any
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@export var follow_point: Node2D
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## controls the radius at which the boid will target, instead of the target directly
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@export var follow_radius := 100.0
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var last_follow_pos: Vector2 = Vector2.ZERO
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var follow_target: Vector2
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var speed := target_speed
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var vel := Vector2.ZERO
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var boidsSeen: Dictionary = {}
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func _ready() -> void:
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assert(wallcast, "boid invalid: wallcast (RayCast3D) not assigned")
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assert(vision, "boid invalid: vision (Area2D) not assigned")
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if rotate_timer:
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rotate_timer.timeout.connect(_on_rotate_timer_timeout)
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func _physics_process(delta: float) -> void:
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if collide_first:
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_process_collision()
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_process_boids()
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else:
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_process_boids()
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_process_collision()
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# move boid
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var vel_dir := vel.normalized()
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# fix if a boid stops by getting seperated and its vel being cancelled at the same time
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if vel_dir.is_zero_approx(): vel_dir = Vector2.RIGHT
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vel = vel_dir * speed
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global_position += vel
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# rotate boid
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global_rotation = atan2(vel_dir.y, vel_dir.x)
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func _process_boids() -> void:
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var numOfBoids := boidsSeen.size()
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var avgVel := Vector2.ZERO
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var avgPos := Vector2.ZERO
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var steerAway := Vector2.ZERO
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if numOfBoids > 0:
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for boid: Boid in boidsSeen.values():
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avgVel += boid.vel; avgPos += boid.global_position
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var dist := boid.global_position - global_position
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steerAway -= dist * (steer_away_factor / dist.length())
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# apply follow point vel
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if follow_point:
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var dist_to_follow := global_position.distance_to(follow_point.global_position)
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if global_position.distance_to(follow_target) < 10.0 or dist_to_follow > follow_radius:
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_calc_follow_target()
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# slow down speed when nearing target
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speed = maxf(0.0, lerpf(target_speed, 0.0, follow_radius / dist_to_follow))
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var target_vel := (follow_point.global_position - last_follow_pos) * Engine.physics_ticks_per_second
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avgVel += target_vel
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avgPos += follow_target
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var dist := follow_target - global_position
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steerAway -= dist * ((steer_away_factor + follow_radius) / dist.length())
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numOfBoids += 1
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last_follow_pos = follow_point.global_position
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|
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if numOfBoids > 0:
|
||||
avgVel /= numOfBoids
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vel += (avgVel - vel) / 2
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avgPos /= numOfBoids
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vel += avgPos - global_position
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steerAway /= numOfBoids
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vel += steerAway
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func _calc_follow_target() -> void:
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var follow_vec := follow_point.global_position - global_position
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var target_length := follow_vec.length() + follow_radius
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follow_target = global_position + follow_vec.normalized() * target_length
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func _process_collision() -> void:
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wallcast.force_raycast_update()
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if not wallcast.is_colliding(): return
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var col_normal: Vector2 = wallcast.get_collision_normal()
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vel = vel.bounce(col_normal)
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func _on_vision_area_entered(area: Area2D) -> void:
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if area == self: return
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boidsSeen[area.get_instance_id()] = area
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func _on_vision_area_exited(area: Area2D) -> void:
|
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boidsSeen.erase(area.get_instance_id())
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|
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func _on_rotate_timer_timeout() -> void:
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vel -= Vector2(randf(), randf()) * speed
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rotate_timer.start()
|
34
addons/boid_2d/boid.tscn
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34
addons/boid_2d/boid.tscn
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[gd_scene load_steps=4 format=3 uid="uid://bq7s2yf0fohes"]
|
||||
|
||||
[ext_resource type="Script" path="res://addons/boid_2d/boid.gd" id="1_xwhwb"]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ackok"]
|
||||
size = Vector2(32, 16)
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||||
|
||||
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ipkm3"]
|
||||
size = Vector2(60, 60)
|
||||
|
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[node name="Boid" type="Area2D" node_paths=PackedStringArray("wallcast", "vision")]
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||||
collision_mask = 0
|
||||
monitoring = false
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||||
script = ExtResource("1_xwhwb")
|
||||
wallcast = NodePath("WallCast")
|
||||
vision = NodePath("Vision")
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource("RectangleShape2D_ackok")
|
||||
|
||||
[node name="WallCast" type="RayCast2D" parent="."]
|
||||
enabled = false
|
||||
target_position = Vector2(50, 0)
|
||||
|
||||
[node name="Vision" type="Area2D" parent="."]
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||||
collision_layer = 0
|
||||
monitorable = false
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Vision"]
|
||||
position = Vector2(42, 0)
|
||||
shape = SubResource("RectangleShape2D_ipkm3")
|
||||
|
||||
[connection signal="area_entered" from="Vision" to="." method="_on_vision_area_entered"]
|
||||
[connection signal="area_exited" from="Vision" to="." method="_on_vision_area_exited"]
|
10
addons/boid_2d/boid_2d.gd
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10
addons/boid_2d/boid_2d.gd
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@ -0,0 +1,10 @@
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@tool
|
||||
extends EditorPlugin
|
||||
|
||||
|
||||
func _enter_tree() -> void:
|
||||
add_custom_type("Boid2D", "Area2D", preload("boid.gd"), preload("boid_2d.svg"))
|
||||
|
||||
|
||||
func _exit_tree() -> void:
|
||||
remove_custom_type("Boid2D")
|
78
addons/boid_2d/boid_2d.svg
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78
addons/boid_2d/boid_2d.svg
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@ -0,0 +1,78 @@
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addons/boid_2d/boid_2d.svg.import
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|
7
addons/boid_2d/plugin.cfg
Normal file
7
addons/boid_2d/plugin.cfg
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@ -0,0 +1,7 @@
|
||||
[plugin]
|
||||
|
||||
name="Boid2D"
|
||||
description="Addon for implementing boids / flocking in Godot."
|
||||
author="yusdacra"
|
||||
version="0.1"
|
||||
script="boid_2d.gd"
|
65
examples/boid_2d/example_boid.svg
Normal file
65
examples/boid_2d/example_boid.svg
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Normal file
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[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://rk5u1wthr0n0"
|
||||
path="res://.godot/imported/example_boid.svg-ebae3589d3b59182aead052ab0bb5c16.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://examples/boid_2d/example_boid.svg"
|
||||
dest_files=["res://.godot/imported/example_boid.svg-ebae3589d3b59182aead052ab0bb5c16.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
svg/scale=6.0
|
||||
editor/scale_with_editor_scale=false
|
||||
editor/convert_colors_with_editor_theme=false
|
15
examples/boid_2d/example_boid.tscn
Normal file
15
examples/boid_2d/example_boid.tscn
Normal file
@ -0,0 +1,15 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://bcyffgnn2ahl3"]
|
||||
|
||||
[ext_resource type="PackedScene" uid="uid://bq7s2yf0fohes" path="res://addons/boid_2d/boid.tscn" id="1_825c0"]
|
||||
[ext_resource type="Texture2D" uid="uid://rk5u1wthr0n0" path="res://examples/boid_2d/example_boid.svg" id="2_qfbgc"]
|
||||
|
||||
[node name="Boid" instance=ExtResource("1_825c0")]
|
||||
collision_layer = 2
|
||||
|
||||
[node name="Vision" parent="." index="2"]
|
||||
collision_mask = 2
|
||||
|
||||
[node name="Sprite2D" type="Sprite2D" parent="." index="3"]
|
||||
position = Vector2(-2.17226e-06, 2.38419e-07)
|
||||
scale = Vector2(0.111111, 0.111111)
|
||||
texture = ExtResource("2_qfbgc")
|
18
examples/boid_2d/follow/example.gd
Normal file
18
examples/boid_2d/follow/example.gd
Normal file
@ -0,0 +1,18 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
for i in 40: spawnBoid()
|
||||
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
$Path2D/PathFollow2D.progress_ratio += delta * 0.1
|
||||
|
||||
|
||||
func spawnBoid() -> void:
|
||||
var boid: Boid = preload("../example_boid.tscn").instantiate()
|
||||
var screensize := get_viewport_rect().size
|
||||
boid.modulate = Color(randf(), randf(), randf(), 1)
|
||||
boid.global_position = Vector2((randf_range(200, screensize.x - 200)), (randf_range(200, screensize.y - 200)))
|
||||
boid.follow_point = $Path2D/PathFollow2D
|
||||
add_child(boid)
|
19
examples/boid_2d/follow/example.tscn
Normal file
19
examples/boid_2d/follow/example.tscn
Normal file
@ -0,0 +1,19 @@
|
||||
[gd_scene load_steps=3 format=3 uid="uid://ckc0dhvrksfh4"]
|
||||
|
||||
[ext_resource type="Script" path="res://examples/boid_2d/follow/example.gd" id="1_cb4mx"]
|
||||
|
||||
[sub_resource type="Curve2D" id="Curve2D_ncwi0"]
|
||||
_data = {
|
||||
"points": PackedVector2Array(69.2957, 57.9564, -69.2957, -57.9564, 1117, 34, 79.375, -118.433, -79.375, 118.433, 34, 28, -61.7361, -114.653, 61.7361, 114.653, 22, 624, -42.8373, 69.2957, 42.8373, -69.2957, 1126, 622, 66.7758, 73.0754, -66.7758, -73.0754, 1117, 34)
|
||||
}
|
||||
point_count = 5
|
||||
|
||||
[node name="Example" type="Node2D"]
|
||||
script = ExtResource("1_cb4mx")
|
||||
|
||||
[node name="Path2D" type="Path2D" parent="."]
|
||||
curve = SubResource("Curve2D_ncwi0")
|
||||
|
||||
[node name="PathFollow2D" type="PathFollow2D" parent="Path2D"]
|
||||
position = Vector2(1117, 34)
|
||||
rotation = -2.44507
|
13
examples/boid_2d/simple/example.gd
Normal file
13
examples/boid_2d/simple/example.gd
Normal file
@ -0,0 +1,13 @@
|
||||
extends Node2D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
for i in 100: spawnBoid()
|
||||
|
||||
|
||||
func spawnBoid() -> void:
|
||||
var boid: Boid = preload("../example_boid.tscn").instantiate()
|
||||
var screensize := get_viewport_rect().size
|
||||
boid.modulate = Color(randf(), randf(), randf(), 1)
|
||||
boid.global_position = Vector2((randf_range(200, screensize.x - 200)), (randf_range(200, screensize.y - 200)))
|
||||
add_child(boid)
|
12
examples/boid_2d/simple/example.tscn
Normal file
12
examples/boid_2d/simple/example.tscn
Normal file
@ -0,0 +1,12 @@
|
||||
[gd_scene load_steps=2 format=3 uid="uid://op0qicvpbjt6"]
|
||||
|
||||
[ext_resource type="Script" path="res://examples/boid_2d/simple/example.gd" id="1_3gcrf"]
|
||||
|
||||
[node name="Example" type="Node2D"]
|
||||
script = ExtResource("1_3gcrf")
|
||||
|
||||
[node name="StaticBody2D" type="StaticBody2D" parent="."]
|
||||
collision_priority = 4.0
|
||||
|
||||
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="StaticBody2D"]
|
||||
polygon = PackedVector2Array(1152, 0, 1152, 648, 0, 648, 0, 0, 1088, 0, 1088, 64, 64, 64, 64, 576, 1088, 576, 1088, 0)
|
24
project.godot
Normal file
24
project.godot
Normal file
@ -0,0 +1,24 @@
|
||||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; since the parameters that go here are not all obvious.
|
||||
;
|
||||
; Format:
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=5
|
||||
|
||||
[application]
|
||||
|
||||
config/name="Boid Addon"
|
||||
run/main_scene="res://examples/boid_2d/simple/example.tscn"
|
||||
config/features=PackedStringArray("4.3", "GL Compatibility")
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PackedStringArray("res://addons/boid_2d/plugin.cfg")
|
||||
|
||||
[rendering]
|
||||
|
||||
renderer/rendering_method="gl_compatibility"
|
||||
renderer/rendering_method.mobile="gl_compatibility"
|
BIN
resources/boid_2d.png
Normal file
BIN
resources/boid_2d.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.6 KiB |
34
resources/boid_2d.png.import
Normal file
34
resources/boid_2d.png.import
Normal file
@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://cp6l2f1oac4ce"
|
||||
path="res://.godot/imported/boid_2d.png-b56b7a427c09dbbdb1e601cb745d4254.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://resources/boid_2d.png"
|
||||
dest_files=["res://.godot/imported/boid_2d.png-b56b7a427c09dbbdb1e601cb745d4254.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
BIN
resources/boids.gif
Normal file
BIN
resources/boids.gif
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.4 MiB |
Loading…
Reference in New Issue
Block a user