extends Node2D onready var player := $Player onready var gui := $GUI onready var turret := $Turret export(int, 0, 359, 2) var max_angular_speed := 120 setget set_max_angular_speed export(int, 0, 359, 2) var max_angular_accel := 10 setget set_max_angular_accel export(int, 0, 180, 2) var align_tolerance := 5 setget set_align_tolerance export(int, 0, 359, 2) var deceleration_radius := 45 setget set_deceleration_radius export(float, 0, 1000, 40) var player_speed := 600.0 setget set_player_speed func _ready() -> void: player.speed = player_speed turret.setup( player.agent, deg2rad(align_tolerance), deg2rad(deceleration_radius), deg2rad(max_angular_accel), deg2rad(max_angular_speed) ) func set_align_tolerance(value: int) -> void: align_tolerance = value if not is_inside_tree(): return turret.face.alignment_tolerance = deg2rad(value) func set_deceleration_radius(value: int) -> void: deceleration_radius = value if not is_inside_tree(): return turret.face.deceleration_radius = deg2rad(value) func set_max_angular_accel(value: int) -> void: max_angular_accel = value if not is_inside_tree(): return turret.agent.max_angular_acceleration = deg2rad(value) func set_max_angular_speed(value: int) -> void: max_angular_speed = value if not is_inside_tree(): return turret.agent.max_angular_speed = deg2rad(value) func set_player_speed(value: float) -> void: player_speed = value if not is_inside_tree(): return player.speed = player_speed