extends KinematicBody2D onready var collision_shape: = $CollisionShape2D onready var agent: = GSTAgentLocation.new() export var speed: = 125.0 var _radius: = 0.0 func _ready() -> void: _radius = collision_shape.shape.radius func _draw() -> void: draw_circle(Vector2.ZERO, _radius, Color.red) func _physics_process(delta: float) -> void: var movement: = _get_movement() move_and_slide(movement * speed) _update_agent() func _get_movement() -> Vector2: return Vector2( Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"), Input.get_action_strength("sf_down") - Input.get_action_strength("sf_up")) func _update_agent() -> void: agent.position = Vector3(global_position.x, global_position.y, 0)