extends KinematicBody2D var face: GSTFace var agent := GSTSteeringAgent.new() var _accel := GSTTargetAcceleration.new() var _angular_drag := 0.1 var _cannon: Rect2 onready var collision_shape := $CollisionShape2D func _ready() -> void: var radius = collision_shape.shape.radius _cannon = Rect2(Vector2(-5, 0), Vector2(10, -radius*2)) func _physics_process(delta: float) -> void: _accel = face.calculate_steering(_accel) agent.angular_velocity = clamp( agent.angular_velocity + _accel.angular, -agent.angular_speed_max, agent.angular_speed_max ) agent.angular_velocity = lerp(agent.angular_velocity, 0, _angular_drag) agent.orientation += agent.angular_velocity * delta rotation = agent.orientation func _draw() -> void: draw_rect(_cannon, Color.cadetblue) func setup( player_agent: GSTAgentLocation, align_tolerance: float, deceleration_radius: float, angular_accel_max: float, angular_speed_max: float ) -> void: face = GSTFace.new(agent, player_agent) face.alignment_tolerance = align_tolerance face.deceleration_radius = deceleration_radius agent.angular_acceleration_max = angular_accel_max agent.angular_speed_max = angular_speed_max agent.position = Vector3(global_position.x, global_position.y, 0)