Recommended coding style fixes.

This commit is contained in:
Francois Belair 2019-09-24 08:23:06 -04:00
parent e1712731ba
commit fcf909fcba
4 changed files with 39 additions and 24 deletions

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://src/AI/EnemyPassivePatrol.gd" type="Script" id=1]
[ext_resource path="res://src/Combat/DamageSource.gd" type="Script" id=2]
@ -16,6 +16,33 @@ extents = Vector2( 50, 20 )
[sub_resource type="CircleShape2D" id=2]
radius = 33.0
[sub_resource type="Animation" id=3]
resource_name = "FadeOut"
tracks/0/type = "value"
tracks/0/path = NodePath("../../Body:color_fill")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.2, 1 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Color( 0.615686, 0, 1, 1 ), Color( 1, 0, 0, 0.8 ), Color( 1, 0, 0, 0 ) ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("../../Body:color_outline")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/keys = {
"times": PoolRealArray( 0, 1 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ Color( 0.270588, 0.0745098, 0.619608, 1 ), Color( 0.270588, 0.0745098, 0.619608, 0 ) ]
}
[node name="EnemyPassivePatrol" type="KinematicBody2D"]
collision_layer = 16
collision_mask = 2
@ -42,7 +69,8 @@ shape = SubResource( 2 )
[node name="Body" type="Node2D" parent="."]
script = ExtResource( 4 )
size = Vector2( 100, 40 )
color_fill = Color( 0.384314, 0.368627, 0.929412, 1 )
outline = Vector2( 6, 6 )
color_fill = Color( 0.615686, 0, 1, 1 )
color_outline = Color( 0.270588, 0.0745098, 0.619608, 1 )
[node name="StateMachine" type="Node" parent="."]
@ -54,7 +82,6 @@ script = ExtResource( 6 )
[node name="Hooked" type="Node" parent="StateMachine"]
script = ExtResource( 7 )
state_when_struck = "Stunned"
hooked_color = Color( 0.886275, 0.415686, 0.133333, 1 )
[node name="Stunned" type="Node" parent="StateMachine"]
@ -65,4 +92,7 @@ next_state = "Destroyed"
script = ExtResource( 9 )
hurt_color = Color( 1, 0, 0, 1 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="StateMachine/Destroyed"]
anims/FadeOut = SubResource( 3 )
[editable path="HookTarget"]

View file

@ -10,21 +10,7 @@ export var hurt_color: Color
func enter(msg: Dictionary = {}) -> void:
owner.hook_target.set_color(Color(0, 0, 0, 0))
owner.body.set_color_fill(hurt_color)
yield(do_color(), "completed")
owner.queue_free()
func do_color() -> void:
var start_fill_color: Color = owner.body.color_fill
var start_outline_color: Color = owner.body.color_outline
for i in range(0, 30):
start_fill_color.a = lerp(1, 0, i / 30.0)
start_outline_color.a = lerp(1, 0, i / 30.0)
owner.body.set_color_fill(start_fill_color)
owner.body.set_color_outline(start_outline_color)
yield(get_tree(), "idle_frame")
var animation_player: AnimationPlayer = $AnimationPlayer
animation_player.play("FadeOut")
yield(animation_player, "animation_finished")
owner.queue_free()

View file

@ -6,7 +6,6 @@ It simply waits until the player body collides with the hitbox, colors the body,
"""
export var state_when_struck: String
export var hooked_color: Color
@ -16,4 +15,4 @@ func enter(msg: Dictionary = {}) -> void:
func _on_Player_body_entered(body: Player) -> void:
_state_machine.transition_to(state_when_struck, {player = body})
_state_machine.transition_to("Stunned", {player = body})

View file

@ -12,7 +12,7 @@ onready var _direction: int = owner.direction
func enter(msg: Dictionary = {}) -> void:
owner.hook_target.connect("hooked_onto_from", self, "_on_Hook_hooked_onto_from", [], CONNECT_ONESHOT)
owner.hitbox.connect("body_entered", self, "_on_Player_body_entered")
owner.hook_target.set_is_active(true)
owner.hook_target.is_active = true
func exit() -> void: