I made minimal changes, mostly cosmetic like so:
- rename KinematicMovementType to MovementType since
GSTKinematicBody2DAgent.KinematicMovementType.COLLIDE for example is
really more than a mouthful with repeated Kinematic in the name
- add optional movement_type parameter to the constructor, otherwise
we'd be forced to construct the object and then specify as an
aditional step the type of movement if we want something else than the
default
- rewrote the constructor to yield on ready and removed _on_body_ready
- renamed _apply_steering to apply_steering as this is a public method
- renamed _on_SceneTree_frame to _on_SceneTree_physics_frame
The agents auto-update themselves and can calculate their velocities.
This keeps the user from having to create an update_agent function.
It can also save the user from having to keep track of and update
velocities at all by using the provided `apply_steering` method.
Closes#15, closes#16
Made booleans start with a prefix, e.g. is_open
Added a leading underscore to two virtual functions
Added VIRTUAL comment above several virtual functions
Renamed accel -> acceleration in a function
They were looking kind of floaty, moving not like spaceships but like
they were on ice. Now they travel along their orientation, towards
where the player is/will be.
Used `var variable := 0.0` as discussed in the Godot issue, instead of
`var variable: = 0.0`.
Mostly these are minor/cosmetic changes, but I've also reorganized the
folder structure (naming of folders) to reflect our guidelines, plus
made some minor changes to the demo codes. Still work in progress.
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.