Reputation: 362
I am making an agent follow a GKPath by adding to its behavior the goal toFollow: GKPath. Everything works fine, however the agent continues moving in a 8-like shape when reaching the target point on the path. How do I prevent the agent to wander when reaching the target point on a GKPath?
A solution I have thought off would be to set another goal toReachTargetSpeed: 0.0 when close to approaching the target point. However, I am not sure what would be the best practice, since there is no built in way to see when the goal is "completed".
Your suggestions would be very much appreciated. Thanks.
Upvotes: 1
Views: 565
Reputation: 362
I went with the first option, i.e. to track the distance to target in the movementComponent update function:
override func update(deltaTime seconds: TimeInterval) {
guard let entity = self.entity as? BaseEntity else { return }
if entity.moving {
let targetPoint = CGPoint(x: 100, y: 100)
let distanceToTarget = distanceFrom(point: point)
if distanceToTarget < GameConfiguration.Movement.targetProximity {
stopMovement(afterTraversing: distanceToTarget)
}
}
}
func distanceFrom(point: CGPoint) -> Float {
guard let entity = self.entity as? BaseEntity else { return CGFloat.greatestFiniteMagnitude }
let dx = point.x - entity.visualComponent.node.position.x
let dy = point.y - entity.visualComponent.node.position.y
return hypotf(Float(dx), Float(dy))
}
When the agent is close enough to the target, run the stopMovement function. In turn, this will calculate the time needed to traverse the distance left to target (having a constant speed), and will put a timer as to when to force stop the agent:
func stopMovement(afterTraversing distance: Float) {
guard let entity = self.entity as? BaseEntity else { return }
guard (entity.moving) else { return }
guard let behavior = entity.agent.behavior as? MovingBehavior else { return }
let timeToTarget = TimeInterval(distance / entity.agent.maxSpeed)
Timer.scheduledTimer(withTimeInterval: timeToTarget, repeats: false, block: {_ in
behavior.stopMoving()
entity.agent.maxSpeed = 0.0
entity.moving = false
})
}
class MovingBehavior: GKBehavior {
var reachMaxSpeed: GKGoal
var followPathGoal: GKGoal
var stopMovingGoal = GKGoal(toReachTargetSpeed: 0.0)
init(path: GKPath, target: GKGraphNode, maxSpeed: Float) {
reachMaxSpeed = GKGoal(toReachTargetSpeed: maxSpeed)
followPathGoal = GKGoal(toFollow: path, maxPredictionTime: 1.0, forward: true)
super.init()
setWeight(1.0, for: reachMaxSpeed)
setWeight(0.8, for: followPathGoal)
setWeight(0.0, for: stopMovingGoal)
}
func stopMoving() {
setWeight(0.0, for: reachMaxSpeed)
setWeight(0.0, for: followPathGoal)
setWeight(1.0, for: stopMovingGoal)
}
}
Upvotes: 2