Replace multiline comments with comment blocks

The use of multiline blocks in GDSCript for comments leaves them in the
final compiled file, increasing size and potentially processing for no
end-user gain.
This commit is contained in:
Nathan Lovato 2020-01-02 23:42:41 +01:00 committed by Francois Belair
parent 9f945cbf85
commit 8fb4f4c51a
24 changed files with 34 additions and 82 deletions

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extends Node2D
"""
Wraps the ships' positions around the world border, and controls their rendering clones.
"""
# Wraps the ships' positions around the world border, and controls their rendering clones.
onready var ShipType: = preload("res://demos/pursue_vs_seek/Ship.gd")

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extends "res://demos/pursue_vs_seek/Ship.gd"
"""
Controls the player ship's movements based on player input.
"""
# Controls the player ship's movements based on player input.
onready var agent: = GSTSteeringAgent.new()

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extends "res://demos/pursue_vs_seek/Ship.gd"
"""
Represents a ship that chases after the player.
"""
# Represents a ship that chases after the player.
onready var agent: = GSTSteeringAgent.new()

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extends KinematicBody2D
"""
Draws a notched triangle based on the vertices of the ship's polygon collider.
"""
# Draws a notched triangle based on the vertices of the ship's polygon collider.
export var color: = Color()

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extends StaticBody2D
"""
Draws the bounding box of the static body wall.
"""
# Draws the bounding box of the static body wall.
var rect: Rect2

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extends KinematicBody2D
"""
Class to control the player in basic left/right up/down movement.
"""
# Class to control the player in basic left/right up/down movement.
onready var collision_shape: = $CollisionShape2D

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extends Node2D
"""
Access helper class for children to access window boundaries.
"""
# Access helper class for children to access window boundaries.
onready var player: KinematicBody2D = $Player

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extends KinematicBody2D
"""
AI agent that uses the Seek behavior to hone in on the player's location as directly as possible.
"""
# AI agent that uses the Seek behavior to hone in on the player's location as directly as possible.
onready var collision_shape: = $CollisionShape2D

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extends Node2D
"""
Holds data to instantiate and configure a number of agent entities.
"""
# Holds data to instantiate and configure a number of agent entities.
export(PackedScene) var Entity: PackedScene

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class_name GSTAgentLocation
"""
Data type to represent an agent with a location and an orientation
"""
# Data type to represent an agent with a location and an orientation
var position: = Vector3.ZERO

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extends GSTAgentLocation
class_name GSTSteeringAgent
"""
Extended agent data type that adds velocity and speed data.
"""
# Extended agent data type that adds velocity and speed data.
var zero_linear_speed_threshold: = 0.01

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class_name GSTSteeringBehavior
"""
Base class to calculate how an AI agent steers itself.
"""
# Base class to calculate how an AI agent steers itself.
var enabled: = true

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class_name GSTTargetAcceleration
"""
A linear and angular amount of acceleration.
"""
# A linear and angular amount of acceleration.
var linear: = Vector3.ZERO

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class_name Utils
"""
Useful math and utility functions to complement Godot's own.
"""
# Useful math and utility functions to complement Godot's own.
static func clampedv3(vector: Vector3, limit: float) -> Vector3:

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extends GSTSteeringBehavior
class_name GSTArrive
"""
Calculates acceleration to take an agent to its target's location.
The calculation will attempt to arrive with zero remaining velocity.
"""
# Calculates acceleration to take an agent to its target's location.
# The calculation will attempt to arrive with zero remaining velocity.
var target: GSTAgentLocation

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extends GSTSteeringBehavior
class_name GSTBlend
"""
Blends multiple steering behaviors into one, and returns acceleration combining all of them.
# Blends multiple steering behaviors into one, and returns acceleration combining all of them.
Each behavior is associated with a weight - a modifier by which the result will be multiplied by,
then added to a total acceleration.
# # Each behavior is associated with a weight - a modifier by which the result will be multiplied by,
# then added to a total acceleration.
Each behavior is stored internally as a `Dictionary` with a `behavior` key with a value of type
`GSTSteeringBehavior` and a `weight` key with a value of type float.
"""
# # Each behavior is stored internally as a `Dictionary` with a `behavior` key with a value of type
# `GSTSteeringBehavior` and a `weight` key with a value of type float.
onready var _behaviors: = []

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extends GSTPursue
class_name GSTEvade
"""
Calculates acceleration to take an agent away from where a target agent will be.
# Calculates acceleration to take an agent away from where a target agent will be.
The `max_predict_time` variable represents how far ahead to calculate the intersection point.
"""
# # The `max_predict_time` variable represents how far ahead to calculate the intersection point.
func _init(

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extends GSTMatchOrientation
class_name GSTFace
"""
Calculates angular acceleration to rotate a target to face its target's position.
The acceleration will attempt to arrive with zero remaining angular velocity.
"""
# Calculates angular acceleration to rotate a target to face its target's position.
# The acceleration will attempt to arrive with zero remaining angular velocity.
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent, target) -> void:

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extends GSTSeek
class_name GSTFlee
"""
Calculates acceleration to take an agent directly away from a target agent.
"""
# Calculates acceleration to take an agent directly away from a target agent.
func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent, target) -> void:

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extends GSTMatchOrientation
class_name GSTLookWhereYouGo
"""
Calculates an angular acceleration to match an agent's orientation to its direction of travel.
"""
# Calculates an angular acceleration to match an agent's orientation to its direction of travel.
func _init(agent: GSTSteeringAgent).(agent, null) -> void:

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extends GSTSteeringBehavior
class_name GSTMatchOrientation
"""
Calculates an angular acceleration to match an agent's orientation to its target's.
The calculation will attempt to arrive with zero remaining angular velocity.
"""
# Calculates an angular acceleration to match an agent's orientation to its target's.
# The calculation will attempt to arrive with zero remaining angular velocity.
var target: GSTAgentLocation

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extends GSTSteeringBehavior
class_name GSTPriority
"""
Contains multiple steering behaviors and returns only the result of the first that has a non-zero
acceleration.
"""
# Contains multiple steering behaviors and returns only the result of the first that has a non-zero
# acceleration.
onready var _behaviors: = []

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extends GSTSteeringBehavior
class_name GSTPursue
"""
Calculates acceleration to take an agent to intersect with where a target agent will be.
# Calculates acceleration to take an agent to intersect with where a target agent will be.
The `max_predict_time` variable represents how far ahead to calculate the intersection point.
"""
# # The `max_predict_time` variable represents how far ahead to calculate the intersection point.
var target: GSTSteeringAgent

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extends GSTSteeringBehavior
class_name GSTSeek
"""
Calculates acceleration to take an agent to a target agent's position as directly as possible
"""
# Calculates acceleration to take an agent to a target agent's position as directly as possible
var target: GSTAgentLocation