extends KinematicBody2D var separation: GSTSeparation var cohesion: GSTCohesion var proximity: GSTRadiusProximity var agent := GSTSteeringAgent.new() var blend := GSTBlend.new(agent) var acceleration := GSTTargetAcceleration.new() var draw_proximity := false var _color := Color.red var _velocity := Vector2() onready var collision_shape := $CollisionShape2D func setup( linear_speed_max: float, linear_accel_max: float, proximity_radius: float, separation_decay_coefficient: float, cohesion_strength: float, separation_strength: float ) -> void: _color = Color(rand_range(0.5, 1), rand_range(0.25, 1), rand_range(0, 1)) collision_shape.inner_color = _color agent.linear_acceleration_max = linear_accel_max agent.linear_speed_max = linear_speed_max proximity = GSTRadiusProximity.new(agent, [], proximity_radius) separation = GSTSeparation.new(agent, proximity) separation.decay_coefficient = separation_decay_coefficient cohesion = GSTCohesion.new(agent, proximity) blend.add(separation, separation_strength) blend.add(cohesion, cohesion_strength) func _draw() -> void: if draw_proximity: draw_circle(Vector2.ZERO, proximity.radius, Color(0.4, 1.0, 0.89, 0.3)) func _physics_process(delta: float) -> void: agent.position.x = global_position.x agent.position.y = global_position.y if blend: blend.calculate_steering(acceleration) _velocity += Vector2(acceleration.linear.x, acceleration.linear.y) _velocity = _velocity.linear_interpolate(Vector2.ZERO, 0.1) _velocity = _velocity.clamped(agent.linear_speed_max) move_and_slide(_velocity) func set_neighbors(neighbor: Array) -> void: proximity.agents = neighbor