I'm trying to incorporate GameplayKit into a SpriteKit project.
Specifically, I'm trying to use GameplayKit's seek-and-avoid behavior wherein an "enemy" character chases a moving "player" character while avoiding obstacles.
I have managed to make the enemy seek the player, but the enemy's movement is weird/undesirable: The enemy's speed should adjust so that it comes to a halt at the desired end point, however its speed does not change, which makes it overshoot its target considerably.
Think of a fast-moving train: Once it gets up to speed, it's hard to stop; it wants to just keep on moving. It's the same phenomenon with the enemy character sprite. It moves like a heavy, lumbering object that can't stop quickly enough.
Here's what I'm doing (please assume that properties such as node
are defined):
- Configure the player character's GameplayKit stuff:
let entity1 = GKEntity()
heroAgent = GKAgent2D()
heroComponent = GKSKNodeComponent(node: node)
heroAgent.delegate = self
node.entity = entity1
heroEntity = entity1
if let comp = heroComponent {
entity1.addComponent(comp)
entity1.addComponent(heroAgent)
}
- Configure the enemy character's GameplayKit stuff:
let entity = GKEntity()
let agent = GKAgent2D()
let avoid = GKGoal(toAvoid: obstaclesForThisLevel!, maxPredictionTime: 1000.0)
let pursue = GKGoal(toInterceptAgent: heroAgent, maxPredictionTime: 0.0)
nodeComponent = GKSKNodeComponent(node: node)
agent.maxSpeed = 100.0
agent.maxAcceleration = 50.0
agent.position = vector_float2(x: Float(levelData.enemies[i].x), y: Float(levelData.enemies[i].y))
agent.radius = Float(node.size.width*0.5)
agent.behavior = GKBehavior(goals: [avoid, pursue], andWeights: [100.0, 100.0])
agent.delegate = self
node.entity = entity
enemyAgent = agent
if let comp = nodeComponent {
entity.addComponent(comp)
entity.addComponent(agent)
}
nodeEntity = entity
- In the
SKScene
'supdate(_:)
method, set the player agent's position and call the enemy character'supdate(deltaTime:)
method:
//Coordinate the hero agent's position with the hero's actual position. Without this, the values in agentDidUpdate() are nan.
heroAgent.position = vector_float2(x: Float(mainCharacter?.position.x ?? 0.0), y: Float(mainCharacter?.position.y ?? 0.0))
nodeComponent?.node.entity?.update(deltaTime: currentTime-lastFrameTime)
- Set the enemy character's position in
agentDidUpdate(_:)
:
func agentDidUpdate(_ agent: GKAgent) {
if let a = agent as? GKAgent2D {
nodeComponent?.node.position = CGPoint(x: CGFloat(a.position.x), y: CGFloat(a.position.y))
}
}
Question: Why is the enemy character overshooting its designated target point instead of managing its speed correctly, and how do I fix the issue?
Thank you!