extends KinematicBody2D # AI agent that uses the Seek behavior to hone in on the player's location as directly as possible. onready var collision_shape: = $CollisionShape2D onready var agent: = GSTSteeringAgent.new() onready var accel: = GSTTargetAcceleration.new() onready var seek: = GSTSeek.new(agent, player_agent) onready var flee: = GSTFlee.new(agent, player_agent) onready var _active_behavior: = seek var player_agent: GSTAgentLocation var velocity: = Vector2.ZERO var speed: float var color: Color var radius: = 0.0 func _ready() -> void: agent.max_linear_acceleration = speed/10 agent.max_linear_speed = speed radius = collision_shape.shape.radius func _draw() -> void: draw_circle(Vector2.ZERO, radius, color) func _physics_process(delta: float) -> void: if not player_agent: return _update_agent() accel = _active_behavior.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) func _on_GUI_mode_changed(mode: int) -> void: if mode == 0: _active_behavior = seek else: _active_behavior = flee