extends KinematicBody2D onready var radius: = ($CollisionShape2D.shape as CircleShape2D).radius var agent: SteeringAgent var player_agent: AgentLocation var seek: Seek var accel: = TargetAcceleration.new() var velocity: = Vector2.ZERO var speed: float var color: Color func _ready() -> void: agent = SteeringAgent.new() agent.max_linear_acceleration = speed/10 agent.max_linear_speed = speed seek = Seek.new(agent, player_agent) func _draw() -> void: draw_circle(Vector2.ZERO, radius, color) func _physics_process(delta: float) -> void: _update_agent() accel = seek.calculate_steering(accel) velocity = (velocity + Vector2(accel.linear.x, accel.linear.y)).clamped(agent.max_linear_speed) velocity = move_and_slide(velocity) if velocity.length_squared() > 0: update() func _update_agent() -> void: agent.position = Vector3(global_position.x, global_position.y, 0)