extends KinematicBody2D var _velocity := Vector2.ZERO var _accel := GSTTargetAcceleration.new() var _valid := false var _drag := 0.1 onready var agent := GSTSteeringAgent.new() onready var path := GSTPath.new([ Vector3(global_position.x, global_position.y, 0), Vector3(global_position.x, global_position.y, 0) ], true) onready var follow := GSTFollowPath.new(agent, path, 0, 0) func setup( path_offset: float, predict_time: float, accel_max: float, speed_max: float, decel_radius: float, arrival_tolerance: float ) -> void: owner.drawer.connect("path_established", self, "_on_Drawer_path_established") follow.path_offset = path_offset follow.prediction_time = predict_time agent.linear_acceleration_max = accel_max agent.linear_speed_max = speed_max follow.deceleration_radius = decel_radius follow.arrival_tolerance = arrival_tolerance func _physics_process(delta: float) -> void: if _valid: _update_agent() _accel = follow.calculate_steering(_accel) _velocity += Vector2(_accel.linear.x, _accel.linear.y) _velocity = _velocity.linear_interpolate(Vector2.ZERO, _drag) _velocity = _velocity.clamped(agent.linear_speed_max) _velocity = move_and_slide(_velocity) func _update_agent() -> void: agent.position.x = global_position.x agent.position.y = global_position.y agent.linear_velocity.x = _velocity.x agent.linear_velocity.y = _velocity.y func _on_Drawer_path_established(points: Array) -> void: var points3 := [] for p in points: points3.append(Vector3(p.x, p.y, 0)) path.create_path(points3) _valid = true