Commit Graph

94 Commits

Author SHA1 Message Date
Nathan Lovato
edd6f6d6d4 Add resizing support, increase default font size
Closes #21
2020-02-11 12:56:24 -06:00
Nathan Lovato
9870e03e81 Add F11 to toggle fullscreen
Part of #21
2020-02-11 12:56:24 -06:00
Nathan Lovato
7e98b2e785 Rename 3D physics body classes to *3DAgent 2020-02-11 12:56:24 -06:00
Nathan Lovato
7eb91a6165 Use GSAI as a class prefix instead of GST
GSAI for Godot Steering AI
2020-02-11 11:33:25 -06:00
Francois Belair
7241bc754b Separate ArriveDemo's drawing from root node
Closes #26
2020-02-08 18:19:04 -05:00
Francois Belair
809b0c53df Fix Seek/Flee demo boundaries not drawn correctly
Closes #27
2020-02-08 18:16:49 -05:00
Nathan Lovato
6132a0aa25 Refactor the demos to support screen resizing
Add BackgroudLayer and DemoInterface scenes that we can reuse across demos
Set the game to 2D and extend window modes

Part of #21
2020-02-08 15:40:43 -06:00
Nathan Lovato
8505f9ed46 Rephrase v1.1 changes in the CHANGELOG 2020-02-08 13:34:16 -06:00
Nathan Lovato
31e6e3630a Update the banner 2020-02-08 13:33:57 -06:00
Francois Belair
0b1dab0f5d Update changelog 2020-02-08 12:54:12 -05:00
Francois Belair
18931a9623 Fix FollowPath loops back to start on open paths
Fixes #18
2020-02-08 12:05:24 -05:00
Francois Belair
5627a5636a Fix demo picker blank scene
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.
2020-02-08 11:44:54 -05:00
Nathan Lovato
b6226d45b0 Remove comment 2020-02-08 09:43:00 -06:00
Nathan Lovato
8e04378b1c Refactor and improve the demo picker
Improve the UI styles
Add a button to go back to the demo picker
Simplify the code that handles text
2020-02-08 09:36:06 -06:00
Francois Belair
7329758fd4 Add demo selector as main scene
Closes #20
2020-02-08 01:52:10 -05:00
Nathan Lovato
fe8afc3b70 Add project banner and TOC to the README 2020-02-07 14:54:14 -06:00
Nathan Lovato
f1483e93a8 Add banner as SVG 2020-02-07 14:52:00 -06:00
Nathan Lovato
078f5c639c Update the README 2020-02-07 14:33:09 -06:00
Nathan Lovato
3619940bbd Add changelog for the 1.0.0 release 2020-02-07 13:50:36 -06:00
Nathan Lovato
ab9c697b69 Rename readme to README 2020-02-07 13:50:24 -06:00
Nathan Lovato
021a4821ec Update the code reference for the 1.0 release 2020-02-07 09:43:31 -06:00
Nathan Lovato
98d3be13f8 Simplify code in the FollowPath demo
Use draw_polyline to draw the path
Renamed some variables
2020-02-07 09:08:45 -06:00
Francois Belair
50a141bbcf
Merge pull request #17 from GDQuest/features/special-agents
Introduce specialized smart agents
2020-02-07 09:56:33 -05:00
Francois Belair
dc9a57e7fd Append _ to apply_steering and fix yield on ready 2020-02-07 09:56:03 -05:00
Răzvan C. Rădulescu
1baed58659 Review smart agents
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
2020-02-07 12:29:45 +02:00
Francois Belair
2ae06d3da3 Split agent types into specialized classes 2020-02-06 16:30:53 -05:00
Francois Belair
7311b75456 Add and have most demos use specialized agents
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
2020-02-06 16:30:53 -05:00
Francois Belair
85784791ec Add and have most demos use specialized agents
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
2020-02-06 16:00:41 -05:00
Francois Belair
57f3c4a24a Make calculate_acceleration return void
This makes the code more in line with GDQuest gdscript guidelines about
 not both transforming state and returning a value.
2020-02-06 14:46:21 -05:00
Francois Belair
9a207be03f Amend readme with link to GDQuest docs 2020-02-04 20:11:04 -05:00
Francois Belair
0c3929be16
Merge pull request #14 from GDQuest/feature/demos-look
Use beginner 2d platformer visual style
2020-02-04 12:41:04 -05:00
Francois Belair
52ca9ade74 Make window always on top, add missing background 2020-02-04 12:35:46 -05:00
Răzvan C. Rădulescu
3f58cc4921 Finish look and feel of the toy demos
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.
2020-02-04 12:12:51 +02:00
Răzvan C. Rădulescu
4fceb866f7 Use beginner 2d platformer visual style 2020-02-03 18:07:43 +02:00
Francois Belair
ae3c3569ee Add tags: moniker for virtual functions
Works with the docs maker accordingly
2020-02-02 12:48:58 -05:00
Francois Belair
3cf2089ada Add missing virtual tag 2020-01-30 18:24:47 -05:00
Francois Belair
15ee27387a Replace the readme with the quickstart doc 2020-01-30 17:43:25 -05:00
Francois Belair
b62d7f05aa Amend docstring w/ virtual funcs and private vars 2020-01-30 13:06:35 -05:00
Nathan Lovato
0586878fcf Fix the style of booleans and virtual functions in the API
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
2020-01-29 15:53:57 -06:00
Nathan Lovato
bd41d5987c Edit docstrings in src/Behaviors 2020-01-29 10:13:12 -06:00
Francois Belair
4885707145 Improved how the AI looks in Pursue VS Seek demo
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.
2020-01-29 10:04:47 -05:00
Francois Belair
9c87dcf7f0 Fix unknown mangling issue from previous commit
For some reason, github's merge destroyed a lot of newlines, which
broke GSTPath.
2020-01-29 09:26:20 -05:00
Francois Belair
62ad172767 Move class docstring to top of class
For documentation purposes, current tools expect it there.
2020-01-28 23:56:10 -05:00
Nathan Lovato
6276fc0413 Update code reference
Proof and edit docstrings in all the base types and proximity types
Remove docstring for the _init builtin callback
2020-01-27 17:31:10 -06:00
Francois Belair
2d8bdaebd7 Add documentation strings to behaviors 2020-01-27 13:24:05 -05:00
Francois Belair
5f6dd15c0e Add documentation strings for base types 2020-01-27 12:57:51 -05:00
Francois Belair
e95e3bf386
Quick start and reference guides (#7)
Add quickstart guide and quickstart demo

Authored by Razoric and edited by Nathan and Johnny.
The purpose of the guide is simply to give an overview of what the
behaviors are there for, and a quick look at how to actually make use
of them in the basis of this toolkit, with some explanatory comments.
The actual user's manual will be built out of the API reference.
2020-01-27 11:39:06 -05:00
Francois Belair
8228694713 Refactor var names for consistency aka min/max 2020-01-22 11:55:49 -05:00
Francois Belair
30a1a299d7 Merge branch 'master' of github.com:GDquest/godot-steering-toolkit 2020-01-21 12:50:00 -05:00
Francois Belair
0eb4adc48c Fix bug for collision avoid direction reversed
Once the agent was close enough to a neighbor, it tried to get closer
instead of away.
2020-01-21 12:49:46 -05:00