extends KinematicBody2D var face: GSTFace var agent := GSTKinematicBody2DAgent.new(self) var _accel := GSTTargetAcceleration.new() var _angular_drag := 0.1 var _cannon: Rect2 var _color: Color onready var collision_shape := $CollisionShape2D func _ready() -> void: var radius = collision_shape.shape.radius _cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius*2)) _color = collision_shape.outer_color func _physics_process(delta: float) -> void: face.calculate_steering(_accel) agent.apply_steering(_accel, delta) func _draw() -> void: draw_rect(_cannon, _color) func setup( player_agent: GSTAgentLocation, align_tolerance: float, deceleration_radius: float, angular_accel_max: float, angular_speed_max: float ) -> void: face = GSTFace.new(agent, player_agent) face.alignment_tolerance = align_tolerance face.deceleration_radius = deceleration_radius agent.angular_acceleration_max = angular_accel_max agent.angular_speed_max = angular_speed_max agent.angular_drag_percentage = _angular_drag