extends KinematicBody2D var player_agent: GSTAgentLocation var velocity := Vector2.ZERO var start_speed: float var start_accel: float var use_seek := true onready var agent := GSTKinematicBody2DAgent.new(self) onready var accel := GSTTargetAcceleration.new() onready var seek := GSTSeek.new(agent, player_agent) onready var flee := GSTFlee.new(agent, player_agent) func _ready() -> void: agent.linear_acceleration_max = start_accel agent.linear_speed_max = start_speed func _physics_process(delta: float) -> void: if not player_agent: return if use_seek: seek.calculate_steering(accel) else: flee.calculate_steering(accel) agent._apply_steering(accel, delta)