Interface  Description 

FollowFlowField.FlowField<T extends com.badlogic.gdx.math.Vector<T>> 
A
FlowField defines a mapping from a location in space to a flow vector. 
Jump.GravityComponentHandler<T extends com.badlogic.gdx.math.Vector<T>> 
A
GravityComponentHandler is aware of the axis along which the gravity acts. 
Jump.JumpCallback 
The
JumpCallback allows you to know whether a jump is achievable and when to jump. 
Class  Description 

Alignment<T extends com.badlogic.gdx.math.Vector<T>> 
Alignment is a group behavior producing a linear acceleration that attempts to keep the owner aligned with the agents in
its immediate area defined by the given Proximity . 
Arrive<T extends com.badlogic.gdx.math.Vector<T>> 
Arrive behavior moves the agent towards a target position. 
BlendedSteering<T extends com.badlogic.gdx.math.Vector<T>> 
This combination behavior simply sums up all the behaviors, applies their weights, and truncates the result before returning.

BlendedSteering.BehaviorAndWeight<T extends com.badlogic.gdx.math.Vector<T>>  
Cohesion<T extends com.badlogic.gdx.math.Vector<T>> 
Cohesion is a group behavior producing a linear acceleration that attempts to move the agent towards the center of mass
of the agents in its immediate area defined by the given Proximity . 
CollisionAvoidance<T extends com.badlogic.gdx.math.Vector<T>> 
CollisionAvoidance behavior steers the owner to avoid obstacles lying in its path. 
Evade<T extends com.badlogic.gdx.math.Vector<T>> 
Evade behavior is almost the same as Pursue except that the agent flees from the estimated future position of
the pursuer. 
Face<T extends com.badlogic.gdx.math.Vector<T>> 
Face behavior makes the owner look at its target. 
Flee<T extends com.badlogic.gdx.math.Vector<T>> 
Flee behavior does the opposite of Seek . 
FollowFlowField<T extends com.badlogic.gdx.math.Vector<T>> 
The
FollowFlowField behavior produces a linear acceleration that tries to align the motion of the owner with the local
tangent of a flow field. 
FollowPath<T extends com.badlogic.gdx.math.Vector<T>,P extends Path.PathParam> 
FollowPath behavior produces a linear acceleration that moves the agent along the given path. 
Hide<T extends com.badlogic.gdx.math.Vector<T>> 
This behavior attempts to position a owner so that an obstacle is always between itself and the agent (the hunter) it's trying
to hide from.

Interpose<T extends com.badlogic.gdx.math.Vector<T>> 
Interpose behavior produces a steering force that moves the owner to a point along the imaginary line connecting two
other agents. 
Jump<T extends com.badlogic.gdx.math.Vector<T>> 
First the
Jump behavior calculates the linear velocity required to achieve the jump. 
Jump.JumpDescriptor<T extends com.badlogic.gdx.math.Vector<T>> 
A
JumpDescriptor contains jump information like the takeoff and the landing position. 
LookWhereYouAreGoing<T extends com.badlogic.gdx.math.Vector<T>> 
The entire steering framework assumes that the direction a character is facing does not have to be its direction of motion.

MatchVelocity<T extends com.badlogic.gdx.math.Vector<T>> 
This steering behavior produces a linear acceleration trying to match target's velocity.

PrioritySteering<T extends com.badlogic.gdx.math.Vector<T>> 
The
PrioritySteering behavior iterates through the behaviors and returns the first non zero steering. 
Pursue<T extends com.badlogic.gdx.math.Vector<T>> 
Pursue behavior produces a force that steers the agent towards the evader (the target). 
RaycastObstacleAvoidance<T extends com.badlogic.gdx.math.Vector<T>> 
With the
RaycastObstacleAvoidance the moving agent (the owner) casts one or more rays out in the direction of its
motion. 
ReachOrientation<T extends com.badlogic.gdx.math.Vector<T>> 
ReachOrientation tries to align the owner to the target. 
Seek<T extends com.badlogic.gdx.math.Vector<T>> 
Seek behavior moves the owner towards the target position. 
Separation<T extends com.badlogic.gdx.math.Vector<T>> 
Separation is a group behavior producing a steering acceleration repelling from the other neighbors which are the agents
in the immediate area defined by the given Proximity . 
Wander<T extends com.badlogic.gdx.math.Vector<T>> 
Wander behavior is designed to produce a steering acceleration that will give the impression of a random walk through
the agent's environment. 