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-rw-r--r--src/crepe/api/AI.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
index 18276a1..0dccd5f 100644
--- a/src/crepe/api/AI.h
+++ b/src/crepe/api/AI.h
@@ -30,7 +30,7 @@ public:
AI(game_object_id_t id, float max_force);
/**
- * \brief Check if a behavior is on/activated
+ * \brief Check if a behavior is on (aka activated)
*
* \param behavior The behavior to check
* \return true if the behavior is on, false otherwise
@@ -62,7 +62,7 @@ public:
}
/**
- * \brief Add a path node
+ * \brief Add a path node (for the path following behavior)
*
* \note The path is not relative to the entity's position (it is an absolute path)
*
@@ -70,7 +70,7 @@ public:
*/
void add_path_node(vec2 node) { path.push_back(node); }
/**
- * \brief Make a circle path
+ * \brief Make a circle path (for the path following behavior)
*
* \note The path is not relative to the entity's position (it is an absolute path)
*
@@ -94,9 +94,9 @@ public:
float square_flee_panic_distance = 200.0f * 200.0f;
//! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
float arrive_deceleration = 40.0f;
- //! The path to follow
+ //! The path to follow (for the path following behavior)
std::vector<vec2> path;
- //! The distance from the path node at which the entity will move to the next node
+ //! The distance from the path node at which the entity will move to the next node (automatically set by make_circle_path())
float path_node_distance = 400.0f;
//! Looping behavior for the path
bool path_loop = true;