extends KinematicBody2D var player_agent: GSAIAgentLocation var velocity := Vector2.ZERO var start_speed: float var start_accel: float var use_seek := true var agent : GSAIKinematicBody2DAgent = null var accel : GSAITargetAcceleration = null var seek : GSAISeek = null var flee : GSAIFlee = null func _ready() -> void: agent = GSAIKinematicBody2DAgent.new() agent.body = self accel = GSAITargetAcceleration.new() seek = GSAISeek.new() seek.agent = agent seek.target = player_agent flee = GSAIFlee.new() flee.agent = agent flee.target = player_agent agent.linear_acceleration_max = start_accel agent.linear_speed_max = start_speed func _physics_process(delta: float) -> void: if not player_agent: return if use_seek: seek.calculate_steering(accel) else: flee.calculate_steering(accel) agent.apply_steering(accel, delta)