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New Navigation & Pathfinding support for 2D
-Added Navigation & NavigationPolygon nodes -Added corresponding visual editor -New pathfinding algorithm is modern and fast! -Similar API to 3D Pathfinding (more coherent)
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demos/2d/navpoly/agent.png
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demos/2d/navpoly/agent.png
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demos/2d/navpoly/engine.cfg
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demos/2d/navpoly/engine.cfg
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[application]
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name="Navigation Polygon (2D)"
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main_scene="res://navigation.scn"
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demos/2d/navpoly/navigation.gd
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demos/2d/navpoly/navigation.gd
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extends Navigation2D
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# member variables here, example:
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# var a=2
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# var b="textvar"
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var begin=Vector2()
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var end=Vector2()
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var path=[]
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const SPEED=200.0
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func _process(delta):
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if (path.size()>1):
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var to_walk = delta*SPEED
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while(to_walk>0 and path.size()>=2):
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var pfrom = path[path.size()-1]
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var pto = path[path.size()-2]
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var d = pfrom.distance_to(pto)
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if (d<=to_walk):
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path.remove(path.size()-1)
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to_walk-=d
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else:
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path[path.size()-1] = pfrom.linear_interpolate(pto,to_walk/d)
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to_walk=0
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var atpos = path[path.size()-1]
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get_node("agent").set_pos(atpos)
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if (path.size()<2):
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path=[]
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set_process(false)
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else:
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set_process(false)
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func _update_path():
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var p = get_simple_path(begin,end,true)
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path=Array(p) # Vector2array to complex to use, convert to regular array
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path.invert()
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set_process(true)
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func _input(ev):
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if (ev.type==InputEvent.MOUSE_BUTTON and ev.pressed and ev.button_index==1):
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begin=get_node("agent").get_pos()
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#mouse to local navigatio cooards
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end=ev.pos - get_pos()
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_update_path()
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func _ready():
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# Initialization here
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set_process_input(true)
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pass
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demos/2d/navpoly/navigation.scn
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demos/2d/navpoly/navigation.scn
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demos/2d/navpoly/path.png
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demos/2d/navpoly/path.png
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