extends KinematicBody2D # AI agent that uses the Seek behavior to hone in on the player's location as directly as possible. onready var agent: = GSTSteeringAgent.new() onready var accel: = GSTTargetAcceleration.new() onready var seek: = GSTSeek.new(agent, player_agent) onready var flee: = GSTFlee.new(agent, player_agent) onready var _active_behavior: = seek var player_agent: GSTAgentLocation var velocity: = Vector2.ZERO var start_speed: float var start_accel: float func _ready() -> void: agent.max_linear_acceleration = start_accel agent.max_linear_speed = start_speed func _physics_process(delta: float) -> void: if not player_agent: return _update_agent() accel = _active_behavior.calculate_steering(accel) velocity = (velocity + Vector2(accel.linear.x, accel.linear.y)).clamped(agent.max_linear_speed) velocity = move_and_slide(velocity) func _update_agent() -> void: agent.position.x = global_position.x agent.position.y = global_position.y agent.linear_velocity.x = velocity.x agent.linear_velocity.y = velocity.y func _on_GUI_mode_changed(mode: int) -> void: if mode == 0: _active_behavior = seek else: _active_behavior = flee func _on_GUI_accel_changed(value: float) -> void: agent.max_linear_acceleration = value func _on_GUI_speed_changed(value: float) -> void: agent.max_linear_speed = value