It did not have a file path by default, but had an index.
Also, the camera on Seek/Flee caused the Go Back button not to show.
The scene's been amended and the camera removed, since it wasn't
actually useful.
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
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
Based on the 2D Beginner Project look, these demos now have the colorful
GDQuest "theme" to them.
This had the effect of removing the circle and triangle/ship sprites as
everything is drawn in Godot directly.
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.