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Add static types in 2D Navigation AStar demo (#1008)
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@@ -1,14 +1,16 @@
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extends Node2D
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const PathFindAStar = preload("./pathfind_astar.gd")
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enum State {
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IDLE,
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FOLLOW,
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}
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const MASS = 10.0
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const ARRIVE_DISTANCE = 10.0
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const MASS: float = 10.0
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const ARRIVE_DISTANCE: float = 10.0
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@export_range(10, 500, 0.1, "or_greater") var speed := 200.0
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@export_range(10, 500, 0.1, "or_greater") var speed: float = 200.0
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var _state := State.IDLE
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var _velocity := Vector2()
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@@ -17,7 +19,7 @@ var _click_position := Vector2()
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var _path := PackedVector2Array()
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var _next_point := Vector2()
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@onready var _tile_map: TileMap = $"../TileMap"
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@onready var _tile_map: PathFindAStar = $"../TileMap"
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func _ready() -> void:
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_change_state(State.IDLE)
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@@ -27,7 +29,7 @@ func _process(_delta: float) -> void:
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if _state != State.FOLLOW:
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return
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var arrived_to_next_point := _move_to(_next_point)
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var arrived_to_next_point: bool = _move_to(_next_point)
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if arrived_to_next_point:
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_path.remove_at(0)
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if _path.is_empty():
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@@ -46,9 +48,9 @@ func _unhandled_input(event: InputEvent) -> void:
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_change_state(State.FOLLOW)
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func _move_to(local_position: Vector2) -> float:
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var desired_velocity := (local_position - position).normalized() * speed
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var steering := desired_velocity - _velocity
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func _move_to(local_position: Vector2) -> bool:
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var desired_velocity: Vector2 = (local_position - position).normalized() * speed
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var steering: Vector2 = desired_velocity - _velocity
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_velocity += steering / MASS
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position += _velocity * get_process_delta_time()
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rotation = _velocity.angle()
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@@ -7,7 +7,7 @@ enum Tile {
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}
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const CELL_SIZE = Vector2i(64, 64)
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const BASE_LINE_WIDTH = 3.0
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const BASE_LINE_WIDTH: float = 3.0
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const DRAW_COLOR = Color.WHITE * Color(1, 1, 1, 0.5)
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# The object for pathfinding on 2D grids.
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@@ -39,9 +39,9 @@ func _draw() -> void:
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if _path.is_empty():
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return
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var last_point := _path[0]
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var last_point: Vector2 = _path[0]
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for index in range(1, len(_path)):
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var current_point := _path[index]
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var current_point: Vector2 = _path[index]
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draw_line(last_point, current_point, DRAW_COLOR, BASE_LINE_WIDTH, true)
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draw_circle(current_point, BASE_LINE_WIDTH * 2.0, DRAW_COLOR)
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last_point = current_point
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@@ -51,8 +51,8 @@ func round_local_position(local_position: Vector2i) -> Vector2i:
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return map_to_local(local_to_map(local_position))
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func is_point_walkable(local_position: Vector2i) -> bool:
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var map_position := local_to_map(local_position)
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func is_point_walkable(local_position: Vector2) -> bool:
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var map_position: Vector2i = local_to_map(local_position)
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if _astar.is_in_boundsv(map_position):
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return not _astar.is_point_solid(map_position)
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return false
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