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
The use of `not is_inside_tree()` before setting the setting class' value
meant that the starting values would always be the default. Moving the
value setting before checking for tree readiness fixes the issue.
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.