extends Node2D export(int, 0, 359, 2) var angular_speed_max := 120 setget set_angular_speed_max export(int, 0, 359, 2) var angular_accel_max := 10 setget set_angular_accel_max 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 onready var player := $Player onready var gui := $GUI onready var turret := $Turret func _ready() -> void: player.speed = player_speed turret.setup( player.agent, deg2rad(align_tolerance), deg2rad(deceleration_radius), deg2rad(angular_accel_max), deg2rad(angular_speed_max) ) 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_angular_accel_max(value: int) -> void: angular_accel_max = value if not is_inside_tree(): return turret.agent.angular_acceleration_max = deg2rad(value) func set_angular_speed_max(value: int) -> void: angular_speed_max = value if not is_inside_tree(): return turret.agent.angular_speed_max = deg2rad(value) func set_player_speed(value: float) -> void: player_speed = value if not is_inside_tree(): return player.speed = player_speed