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https://github.com/GDQuest/godot-platformer-2d.git
synced 2026-07-18 00:44:53 +00:00
Use parentheses for all asserts
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parent
0b5869e847
commit
70c8ca8d37
11 changed files with 16 additions and 16 deletions
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@ -15,7 +15,7 @@ var _last_velocity: = Vector2(0, 0)
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func _ready() -> void:
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_heatmap = get_tree().root.find_node("Heatmap", true, false)
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assert _heatmap
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assert(_heatmap)
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func _calculate_steering_internal(steering: SteeringMotion2D) -> SteeringMotion2D:
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@ -31,4 +31,4 @@ func _calculate_steering_internal(steering: SteeringMotion2D) -> SteeringMotion2
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steering.velocity = _last_velocity
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steering.angular_velocity = 0
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return steering
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return steering
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@ -21,7 +21,7 @@ var last_child_index: = 0
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Returns the child whose motion was non-zero. Returns null if no children produced an acceleration.
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"""
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func get_last_selected_child() -> SteeringBehavior2D:
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assert last_child_index >= 0
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assert(last_child_index >= 0)
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return get_child(last_child_index) as SteeringBehavior2D
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@ -28,7 +28,7 @@ func calculate_steering(steering: SteeringMotion2D) -> SteeringMotion2D:
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Returns the actor upon which the behaviors are acting, to access their position in space.
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"""
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func get_actor() -> Node2D:
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assert controller
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assert(controller)
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return controller.actor
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@ -74,7 +74,7 @@ to aim the hook.
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Replaces the Input map actions
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"""
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func set_aim_stick(value: int) -> void:
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assert value in [AimStick.LEFT, AimStick.RIGHT]
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assert(value in [AimStick.LEFT, AimStick.RIGHT])
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var setting: int = ProjectSettings.get_setting('debug/testing/controls/aim_stick')
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if value == setting:
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return
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@ -12,7 +12,7 @@ var target_position: = Vector2()
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func _ready() -> void:
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if not waypoints:
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print("Missing Waypoints node for %s: %s" % [name, get_path()])
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assert waypoints
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assert(waypoints)
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set_physics_process(false)
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return
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position = waypoints.get_start_position()
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@ -34,7 +34,7 @@ func _draw() -> void:
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var triangles: = []
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var last_point: = Vector2.ZERO
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for child in get_children():
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assert child is Node2D
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assert(child is Node2D)
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points.append(child.position)
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if points.size() > 1:
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var center: Vector2 = (child.position + last_point) / 2
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@ -83,5 +83,5 @@ func set_editor_process(value: bool) -> void:
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func set_mode(value: int) -> void:
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# assert value in Mode
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# assert(value in Mode)
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mode = value
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@ -13,8 +13,8 @@ export var is_active: = true
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func _ready():
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assert ray_top.cast_to.x >= 0
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assert ray_bottom.cast_to.x >= 0
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assert(ray_top.cast_to.x >= 0)
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assert(ray_bottom.cast_to.x >= 0)
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func _unhandled_input(event: InputEvent) -> void:
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@ -30,10 +30,10 @@ func play(name: String, data: Dictionary = {}) -> void:
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"""
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Plays the requested animation and safeguards against errors
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"""
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assert name in anim.get_animation_list()
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assert(name in anim.get_animation_list())
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anim.stop()
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if name == "ledge":
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assert 'from' in data
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assert('from' in data)
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position = data.from
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anim.play(name)
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@ -9,7 +9,7 @@ func _on_Player_animation_finished(anim_name: String) -> void:
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func enter(msg: Dictionary = {}) -> void:
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assert "last_checkpoint" in msg
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assert("last_checkpoint" in msg)
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last_checkpoint = msg.last_checkpoint
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owner.camera_rig.is_active = true
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owner.skin.play("die")
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@ -10,7 +10,7 @@ func _on_Skin_animation_finished(name: String) -> void:
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func enter(msg: Dictionary = {}) -> void:
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assert "move_state" in msg and msg.move_state is State
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assert("move_state" in msg and msg.move_state is State)
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owner.skin.connect("animation_finished", self, "_on_Skin_animation_finished")
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@ -23,4 +23,4 @@ func enter(msg: Dictionary = {}) -> void:
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func exit() -> void:
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owner.skin.disconnect("animation_finished", self, "_on_Skin_animation_finished")
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owner.skin.disconnect("animation_finished", self, "_on_Skin_animation_finished")
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@ -9,7 +9,7 @@ func _on_Player_animation_finished(anim_name: String) -> void:
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func enter(msg: Dictionary = {}) -> void:
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assert "last_checkpoint" in msg
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assert("last_checkpoint" in msg)
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owner.stats.set_invulnerable_for_seconds(2)
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owner.global_position = msg.last_checkpoint.global_position
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owner.is_active = false
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