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 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") onready var ShipType: = preload("res://demos/pursue_vs_seek/Ship.gd")

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extends "res://demos/pursue_vs_seek/Ship.gd" 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() onready var agent: = GSTSteeringAgent.new()

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extends "res://demos/pursue_vs_seek/Ship.gd" 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() onready var agent: = GSTSteeringAgent.new()

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extends KinematicBody2D 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() export var color: = Color()

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

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extends KinematicBody2D 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 onready var collision_shape: = $CollisionShape2D

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extends Node2D 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 onready var player: KinematicBody2D = $Player

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extends KinematicBody2D 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 onready var collision_shape: = $CollisionShape2D

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extends Node2D 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 export(PackedScene) var Entity: PackedScene

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class_name GSTAgentLocation 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 var position: = Vector3.ZERO

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extends GSTAgentLocation extends GSTAgentLocation
class_name GSTSteeringAgent 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 var zero_linear_speed_threshold: = 0.01

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class_name GSTSteeringBehavior 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 var enabled: = true

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

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class_name Utils 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: static func clampedv3(vector: Vector3, limit: float) -> Vector3:

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

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

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extends GSTPursue extends GSTPursue
class_name GSTEvade 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( func _init(

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

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extends GSTSeek extends GSTSeek
class_name GSTFlee 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: func _init(agent: GSTSteeringAgent, target: GSTAgentLocation).(agent, target) -> void:

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extends GSTMatchOrientation extends GSTMatchOrientation
class_name GSTLookWhereYouGo 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: func _init(agent: GSTSteeringAgent).(agent, null) -> void:

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

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

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extends GSTSteeringBehavior extends GSTSteeringBehavior
class_name GSTPursue 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 var target: GSTSteeringAgent

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extends GSTSteeringBehavior extends GSTSteeringBehavior
class_name GSTSeek 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 var target: GSTAgentLocation