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feat(ai): Add Pursue behavior from gdx-ai #1267
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2b4613c
Added readme for ai/ folder
st-pasha 203d9a3
added Limiter
st-pasha d69d956
added Location class
st-pasha 147c1de
added Steerable
st-pasha fcdeec4
added SteeringBehavior
st-pasha 7db8b42
added SteeringAcceleration
st-pasha 64e0beb
Added Pursue behavior
st-pasha 2acbe83
comments
st-pasha 0c77a51
added SteerableComponent
st-pasha 73f1b23
Merge branch 'main' into ps/steearble
st-pasha b7bbc06
added example
st-pasha 5ceeed0
update example
st-pasha 1f54893
start working on docs
st-pasha d01b9db
rename angularSpeed -> angularVelocity
st-pasha e34e487
update docs
st-pasha df07086
more comments
st-pasha 4c70e46
remove unused code in Location interface
st-pasha ec634fc
Add test for SteeringAcceleration
st-pasha 34f6a40
format
st-pasha df22108
unused import
st-pasha e9615fd
added test for Pursuit
st-pasha c54554f
one more test
st-pasha e05cb43
remove unnecessary import
st-pasha eb751ad
fix tabs
st-pasha 1df2bb0
Modify pursuit 3 test because it was same as pursuit 2
st-pasha 3c2eea7
rename mulAdd -> addScaled
st-pasha 4df53d7
move license and readme into the licenses/ folder
st-pasha e2c5ad5
rename clampMagnitude => clampLength
st-pasha ed65009
Merge branch 'main' into ps/steearble
st-pasha 5c56016
minor
st-pasha 9cee99b
Merge branch 'main' into ps/steearble
st-pasha c18603e
un-export steering behaviors api
st-pasha 6444bdd
unexport SteeravkeComponent
st-pasha e9dadcf
unnecessary import
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import 'package:dashbook/dashbook.dart'; | ||
import 'package:flame/game.dart'; | ||
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import '../../commons/commons.dart'; | ||
import 'pursue_example.dart'; | ||
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void addBehaviorStories(Dashbook dashbook) { | ||
dashbook.storiesOf('Behaviors') | ||
.add( | ||
'Pursue', | ||
(_) => GameWidget(game: PursueExample()), | ||
codeLink: baseLink('behaviors/pursue_example.dart'), | ||
info: PursueExample.description, | ||
); | ||
} |
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import 'dart:math'; | ||
import 'dart:ui'; | ||
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import 'package:flame/components.dart'; | ||
import 'package:flame/game.dart'; | ||
import 'package:flame/steer.dart'; | ||
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class PursueExample extends FlameGame { | ||
static const description = ''' | ||
In this example the red square (Predator) chases after blue circles (Prey) | ||
using the Pursue behavior. Thin blue line shows the current predator's | ||
velocity, and yellow line is its acceleration. | ||
'''; | ||
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late Predator predator; | ||
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@override | ||
Future<void> onLoad() async { | ||
super.onLoad(); | ||
// camera.viewport = FixedResolutionViewport(Vector2(400, 800)); | ||
predator = Predator(position: Vector2(200, 400)) | ||
..behavior = Pursue(maxPredictionTime: 3) | ||
..maxLinearSpeed = 100 | ||
..maxLinearAcceleration = 50; | ||
add(predator); | ||
makePrey(); | ||
} | ||
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void makePrey() { | ||
const tau = 2 * pi; | ||
final random = Random(); | ||
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final preyX = random.nextDouble() * 200 + 100.0; | ||
final preyY = random.nextDouble() * 300 + 100.0; | ||
final prey = Prey( | ||
position: Vector2(preyX, preyY), | ||
velocity: Vector2(0, 30)..rotate(random.nextDouble() * tau), | ||
)..maxLinearSpeed = 30; | ||
add(prey); | ||
predator.target = prey; | ||
} | ||
} | ||
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class Prey extends SteerableComponent { | ||
Prey({Vector2? position, Vector2? velocity}) | ||
: super(position: position, velocity: velocity, size: Vector2.all(20)); | ||
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final bgPaint = Paint()..color = const Color(0xff74c3ff); | ||
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@override | ||
void render(Canvas canvas) { | ||
final radius = width / 2; | ||
canvas.drawCircle(Offset(radius, radius), radius, bgPaint); | ||
} | ||
} | ||
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class Predator extends SteerableComponent with HasGameRef<PursueExample> { | ||
Predator({Vector2? position}) | ||
: super(size: Vector2.all(20), position: position); | ||
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final bgPaint = Paint()..color = const Color(0xffe21515); | ||
final speedPaint = Paint() | ||
..color = const Color(0xff52a569) | ||
..style = PaintingStyle.stroke | ||
..strokeWidth = 1; | ||
final accelerationPaint = Paint() | ||
..color = const Color(0xffe8bf28) | ||
..style = PaintingStyle.stroke | ||
..strokeWidth = 2; | ||
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Steerable? get target => (behavior! as Pursue).target; | ||
set target(Steerable? target) { | ||
(behavior! as Pursue).target = target; | ||
} | ||
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@override | ||
void render(Canvas canvas) { | ||
// print(linearVelocity); | ||
canvas.drawRect(Rect.fromLTWH(0, 0, width, height), bgPaint); | ||
canvas.drawPath( | ||
Path() | ||
..moveTo(width / 2, height / 2) | ||
..relativeLineTo(linearVelocity.x, linearVelocity.y), | ||
speedPaint, | ||
); | ||
final acceleration = steering.linearAcceleration; | ||
canvas.drawPath( | ||
Path() | ||
..moveTo(width / 2, height / 2) | ||
..relativeLineTo(acceleration.x, acceleration.y), | ||
accelerationPaint, | ||
); | ||
} | ||
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@override | ||
void update(double dt) { | ||
super.update(dt); | ||
final prey = target; | ||
if (prey != null) { | ||
if (position.distanceToSquared(prey.position) < 64) { | ||
(prey as SteerableComponent).removeFromParent(); | ||
target = null; | ||
gameRef.makePrey(); | ||
} | ||
} | ||
} | ||
} |
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|
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Most of the code in this directory was ported from [gdxAI] project by libGDX, licensed under | ||
Apache v2.0. The text of the license is given below. | ||
|
||
------- | ||
```text | ||
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||
Apache License | ||
Version 2.0, January 2004 | ||
http://www.apache.org/licenses/ | ||
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``` | ||
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[gdxAI]: https://github.com/libgdx/gdx-ai |
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Maybe this should be a license file instead of a readme
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It can't be in the LICENSE file, because then it would apply to all code in the directory and make it seem as if the code is owned by libGDX.
So what we could do instead is to create the directory
flame/licenses/
, and put that license file there, together with the readme explaining how it applies.