Better enforecment of style guide. Removed unused files and code.

Style guide: https://docs.godotengine.org/en/3.5/tutorials/scripting/gdscript/gdscript_styleguide.html
This commit is contained in:
thelastflapjack 2022-09-08 11:25:09 +01:00
parent 6a86cc22f6
commit 454946efa0
31 changed files with 90 additions and 286 deletions

View file

@ -49,11 +49,6 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://src/ui/main_menu/level_select/level_button/level_button.gd"
}, {
"base": "Resource",
"class": "LevelCamSysStatePosiionData",
"language": "GDScript",
"path": "res://src/camera_systems/level_camera/state_machine/state_position_data_OLD/state_position_data.gd"
}, {
"base": "Spatial",
"class": "LevelCameraSystem",
"language": "GDScript",
@ -153,7 +148,6 @@ _global_script_class_icons={
"CameraTraumaDetector": "",
"GenUtils": "",
"LevelButton": "",
"LevelCamSysStatePosiionData": "",
"LevelCameraSystem": "",
"LevelCameraSystemState": "",
"LevelManager": "",

View file

@ -10,11 +10,11 @@ signal shooting(spawn_point, bullet_speed, bullet_scene, bullet_damage)
### Public variables ###
var velocity := Vector3.ZERO
var snap_vector := Vector3.ZERO
var velocity: Vector3 = Vector3.ZERO
var snap_vector: Vector3 = Vector3.ZERO
var camera_system: LevelCameraSystem
var input_movement_direction_xz := Vector3.ZERO
var floor_max_angle_deg := 45.0
var input_movement_direction_xz: Vector3 = Vector3.ZERO
var floor_max_angle_deg: float = 45.0
var current_weapon: Weapon
var can_aim: bool = true
@ -56,7 +56,9 @@ func _ready() -> void:
_ik_arm_right.set_target_node(current_weapon.grip_right_hand.get_path())
_ik_arm_right.start()
_weapon_slot_secondary.get_child(0).ammo_loaded = _weapon_slot_secondary.get_child(0).magazine_size
_weapon_slot_secondary.get_child(0).ammo_loaded = (
_weapon_slot_secondary.get_child(0).magazine_size
)
_hud.update_weapon_ammo(current_weapon.ammo_loaded)
_hud.update_weapon_icon(current_weapon.icon)
@ -94,7 +96,7 @@ func raise_weapon() -> void:
func _switch_weapon() -> void:
if current_weapon.slot_type == Weapon.SLOT_TYPE.PRIMARY:
if current_weapon.slot_type == Weapon.SlotType.PRIMARY:
_weapon_slot_primary.visible = false
_weapon_slot_secondary.visible = true
current_weapon = _weapon_slot_secondary.get_child(0)
@ -148,7 +150,9 @@ func _reload_current_weapon() -> void:
# Get new magazine
var time_hand_to_ammo_bag: float = 0.25
var time_hand_in_ammo_bag: float = 0.5
var get_mag_tween: SceneTreeTween = create_tween().set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
var get_mag_tween: SceneTreeTween = create_tween().set_process_mode(
Tween.TWEEN_PROCESS_PHYSICS
)
# Reach for new mag
var tweener_reach: PropertyTweener = get_mag_tween.tween_property(
_ik_arm_left, "interpolation", 0.0, time_hand_to_ammo_bag

View file

@ -3,10 +3,10 @@ extends State
# Generic state for the player which should be extended to specific states
### Exported variables ###
export(float) var target_speed_xz := 1.0
export(float) var acceleration_xz := 1.0
export(float) var friction_xz := 1.0
export(float) var acceleration_body_rotation := 1.0
export(float) var target_speed_xz: float = 1.0
export(float) var acceleration_xz: float = 1.0
export(float) var friction_xz: float = 1.0
export(float) var acceleration_body_rotation: float = 1.0
### Private variables ###
var _player: Player
@ -44,7 +44,7 @@ func physics_update(delta: float) -> void:
_update_snap_vector()
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
_animate()
@ -63,10 +63,10 @@ func _update_snap_vector() -> void:
func _get_input_movement_direction_xz() -> Vector3:
var input_vector := Vector3.ZERO
var input_vector: Vector3 = Vector3.ZERO
input_vector.z = Input.get_action_strength("player_backward") - Input.get_action_strength("player_forward")
input_vector.x = Input.get_action_strength("player_right") - Input.get_action_strength("player_left")
var direction = input_vector.normalized().rotated(
var direction: Vector3 = input_vector.normalized().rotated(
Vector3.UP,
_player.camera_system.get_camera_global_transform().basis.get_euler().y
)
@ -75,11 +75,13 @@ func _get_input_movement_direction_xz() -> Vector3:
func _apply_xz_movement(delta: float, direction_xz: Vector3) -> void:
if direction_xz != Vector3.ZERO:
var velocity_target_xz := direction_xz * target_speed_xz
var velocity_target_xz: Vector3 = direction_xz * target_speed_xz
_player.velocity.x = _player.velocity.move_toward(velocity_target_xz, acceleration_xz * delta).x
_player.velocity.z = _player.velocity.move_toward(velocity_target_xz, acceleration_xz * delta).z
else:
var frictioned_velocity_xz := _player.velocity.move_toward(Vector3.ZERO, friction_xz * delta)
var frictioned_velocity_xz: Vector3 = _player.velocity.move_toward(
Vector3.ZERO, friction_xz * delta
)
_player.velocity.x = frictioned_velocity_xz.x
_player.velocity.z = frictioned_velocity_xz.z

View file

@ -3,8 +3,8 @@ extends PlayerState
var _strafe_dir_target: Vector2
var _strafe_dir: Vector2
var _strafe_dir_accel: float = 3
var _neck_bone_number := 7
var _strafe_dir_accel: float = 3.0
var _neck_bone_number: int = 7
var _neck_bone_neutral_pose: Transform
############################
@ -22,7 +22,7 @@ func handle_input(event: InputEvent) -> void:
func physics_update(delta: float) -> void:
.physics_update(delta)
var movement_direction_xz := _get_input_movement_direction_xz()
var movement_direction_xz: Vector3 = _get_input_movement_direction_xz()
_strafe_dir = _strafe_dir.move_toward(_strafe_dir_target, _strafe_dir_accel * delta)
_player._anim_tree.set("parameters/aim/BlendSpace2D/blend_position", _strafe_dir)
_apply_xz_movement(delta, movement_direction_xz)
@ -47,7 +47,7 @@ func physics_update(delta: float) -> void:
)
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
_animate()
_neck_bone_neutral_pose = _player.skeleton.get_bone_pose(_neck_bone_number)
@ -61,7 +61,7 @@ func exit() -> void:
############################
func _get_input_movement_direction_xz() -> Vector3:
var input_vector := Vector3.ZERO
var input_vector: Vector3 = Vector3.ZERO
input_vector.z = Input.get_action_strength("player_backward") - Input.get_action_strength("player_forward")
input_vector.x = Input.get_action_strength("player_right") - Input.get_action_strength("player_left")
var input_vectorm_norm: Vector3 = input_vector.normalized()
@ -70,7 +70,7 @@ func _get_input_movement_direction_xz() -> Vector3:
-round(input_vectorm_norm.z)
)
var direction = input_vector.normalized().rotated(
var direction: Vector3 = input_vector.normalized().rotated(
Vector3.UP,
_player.camera_system.get_camera_global_transform().basis.get_euler().y
)
@ -83,7 +83,7 @@ func _animate() -> void:
func _update_state() -> void:
var target_state_id := name
var target_state_id: String = name
if not _player.can_aim:
if _get_input_movement_direction_xz() == Vector3.ZERO:
target_state_id = "Idle"

View file

@ -27,7 +27,7 @@ func physics_update(delta: float) -> void:
)
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
_animate()
_player.weapons_anchor.rotation_degrees = Vector3(0, -180, 0)
@ -41,7 +41,7 @@ func _animate() -> void:
func _update_state() -> void:
var target_state_id := name
var target_state_id: String = name
if _get_input_movement_direction_xz() != Vector3.ZERO:
target_state_id = "Walking"

View file

@ -18,7 +18,7 @@ func handle_input(event: InputEvent) -> void:
func physics_update(delta: float) -> void:
.physics_update(delta)
var movement_direction_xz := _get_input_movement_direction_xz()
var movement_direction_xz: Vector3 = _get_input_movement_direction_xz()
_apply_xz_movement(delta, movement_direction_xz)
if movement_direction_xz != Vector3.ZERO:
_rotate_body(delta, movement_direction_xz)
@ -33,7 +33,7 @@ func physics_update(delta: float) -> void:
)
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
_animate()
_player.weapons_anchor.rotation_degrees = Vector3(0, -180, 0)
@ -47,7 +47,7 @@ func _animate() -> void:
func _update_state() -> void:
var target_state_id := name
var target_state_id: String = name
if _get_input_movement_direction_xz() == Vector3.ZERO:
target_state_id = "Idle"

View file

@ -15,7 +15,7 @@ func handle_input(event: InputEvent) -> void:
func physics_update(delta: float) -> void:
.physics_update(delta)
var movement_direction_xz := _get_input_movement_direction_xz()
var movement_direction_xz: Vector3 = _get_input_movement_direction_xz()
_apply_xz_movement(delta, movement_direction_xz)
if movement_direction_xz != Vector3.ZERO:
_rotate_body(delta, movement_direction_xz)
@ -30,7 +30,7 @@ func physics_update(delta: float) -> void:
)
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
_animate()
_player.weapons_anchor.rotation_degrees = Vector3(0, -180, 0)
@ -44,7 +44,7 @@ func _animate() -> void:
func _update_state() -> void:
var target_state_id := name
var target_state_id: String = name
if _get_input_movement_direction_xz() == Vector3.ZERO:
target_state_id = "Idle"

View file

@ -4,19 +4,19 @@ extends Node
### Enums ###
enum AudioBuses {
Master = 0,
Sfx = 1,
Music = 2,
Ui = 3,
MASTER = 0,
SFX = 1,
MUSIC = 2,
UI = 3,
}
### Public variables ###
var audio_vol: Dictionary = {
AudioBuses.Master: 0.5,
AudioBuses.Sfx: 0.5,
AudioBuses.Music: 0.5,
AudioBuses.Ui: 0.5,
AudioBuses.MASTER: 0.5,
AudioBuses.SFX: 0.5,
AudioBuses.MUSIC: 0.5,
AudioBuses.UI: 0.5,
}
var mouse_sensitivity: float = 0.5 setget set_mouse_sensitivity
@ -88,10 +88,10 @@ func save() -> void:
var prefs_cfg: ConfigFile = ConfigFile.new()
var err: int = prefs_cfg.load("user://user_prefs.cfg")
if err == OK:
prefs_cfg.set_value("user_prefs", "audio_vol_master", audio_vol[AudioBuses.Master])
prefs_cfg.set_value("user_prefs", "audio_vol_music", audio_vol[AudioBuses.Music])
prefs_cfg.set_value("user_prefs", "audio_vol_sfx", audio_vol[AudioBuses.Sfx])
prefs_cfg.set_value("user_prefs", "audio_vol_ui", audio_vol[AudioBuses.Ui])
prefs_cfg.set_value("user_prefs", "audio_vol_master", audio_vol[AudioBuses.MASTER])
prefs_cfg.set_value("user_prefs", "audio_vol_music", audio_vol[AudioBuses.MUSIC])
prefs_cfg.set_value("user_prefs", "audio_vol_sfx", audio_vol[AudioBuses.SFX])
prefs_cfg.set_value("user_prefs", "audio_vol_ui", audio_vol[AudioBuses.UI])
prefs_cfg.set_value("user_prefs", "mouse_sensitivity", mouse_sensitivity)
prefs_cfg.set_value("user_prefs", "toggle_sprint", toggle_sprint)
@ -125,10 +125,10 @@ func _load() -> void:
if err == OK:
# Using set funcs for most so preferences are applied when this autoload
# enters the sceen tree as the game program starts.
set_audio_vol(AudioBuses.Master,prefs_cfg.get_value("user_prefs", "audio_vol_master"))
set_audio_vol(AudioBuses.Music,prefs_cfg.get_value("user_prefs", "audio_vol_music"))
set_audio_vol(AudioBuses.Sfx,prefs_cfg.get_value("user_prefs", "audio_vol_sfx"))
set_audio_vol(AudioBuses.Ui,prefs_cfg.get_value("user_prefs", "audio_vol_ui"))
set_audio_vol(AudioBuses.MASTER, prefs_cfg.get_value("user_prefs", "audio_vol_master"))
set_audio_vol(AudioBuses.MUSIC, prefs_cfg.get_value("user_prefs", "audio_vol_music"))
set_audio_vol(AudioBuses.SFX, prefs_cfg.get_value("user_prefs", "audio_vol_sfx"))
set_audio_vol(AudioBuses.UI, prefs_cfg.get_value("user_prefs", "audio_vol_ui"))
set_mouse_sensitivity(prefs_cfg.get_value("user_prefs", "mouse_sensitivity"))
toggle_sprint = prefs_cfg.get_value("user_prefs", "toggle_sprint")

View file

@ -24,27 +24,14 @@ func _on_area_entered(area: Area) -> void:
causer, "activated", self,
"_on_overlapping_causer_activated"
)
# GenUtils.connect_signal_assert_ok(
# causer, "deactivated", self,
# "_on_overlapping_causer_deactivated"
# )
func _on_area_exited(area: Area) -> void:
assert(area is CameraTraumaCauser)
var causer: CameraTraumaCauser = area
causer.disconnect("activated", self, "_on_overlapping_causer_activated")
#causer.disconnect("deactivated", self, "_on_overlapping_causer_deactivated")
func _on_overlapping_causer_activated(causer: CameraTraumaCauser) -> void:
_camera.add_trauma_causer(causer)
#func _on_overlapping_causer_deactivated(causer: CameraTraumaCauser) -> void:
# _camera.remove_trauma_causer(causer)
############################
# Private Methods #
############################

View file

@ -56,9 +56,7 @@ func raycast_collision_point() -> Vector3:
func update_camera_local_transform(anchor_offset: Vector3, camera_offset: Vector3) -> void:
var tween: SceneTreeTween = create_tween().set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
tween = tween.set_ease(Tween.EASE_IN)
tween = tween.set_trans(Tween.TRANS_LINEAR)
tween = tween.set_parallel(true)
tween = tween.set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_LINEAR).set_parallel(true)
var duration: float = 0.15
var _anchor_y_pos_tweener: PropertyTweener = tween.tween_property(

View file

@ -9,7 +9,7 @@ export(Vector3) var _anchor_offset: Vector3
# Position relative to anchor_offset where the camera will be..
export(Vector3) var _camera_offset: Vector3
export(Vector2) var _pitch_limits: Vector2
export(float, 0, 1) var _follow_smoothing: float
export(float, 0.0, 1.0) var _follow_smoothing: float
### Private variables ###

View file

@ -1,12 +0,0 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://src/camera_systems/level_camera/state_machine/state_position_data_OLD/state_position_data.gd" type="Script" id=1]
[resource]
script = ExtResource( 1 )
anchor_offset = Vector3( 0.3, 1.6, 0 )
anchor_rotation = Vector3( 0, 180, 0 )
camera_offset = Vector3( 0, 0, 0.6 )
pitch_limits = Vector2( -0.95, 0.7 )
look_target_initial = Vector3( -0.3, 1.6, -100 )
follow_smoothing = 0.5

View file

@ -1,12 +0,0 @@
[gd_resource type="Resource" load_steps=2 format=2]
[ext_resource path="res://src/camera_systems/level_camera/state_machine/state_position_data_OLD/state_position_data.gd" type="Script" id=1]
[resource]
script = ExtResource( 1 )
anchor_offset = Vector3( 0.5, 1.6, 0 )
anchor_rotation = Vector3( 0, 180, 0 )
camera_offset = Vector3( 0, 0, 1.7 )
pitch_limits = Vector2( -0.95, 0.7 )
look_target_initial = Vector3( -0.5, 1.6, -100 )
follow_smoothing = 1.0

View file

@ -1,36 +0,0 @@
tool
class_name LevelCamSysStatePosiionData
extends Resource
# Docstring
signal transform_value_changed()
# Position relative to the target origin which the camera system will use as its origin
export(Vector3) var anchor_offset: Vector3 setget set_anchor_offset
export(Vector3) var anchor_rotation: Vector3 setget set_anchor_rotation
# Position relative to anchor_offset where the camera will be..
export(Vector3) var camera_offset: Vector3 setget set_camera_offset
export(Vector2) var pitch_limits: Vector2
# Relative to target + anchor_offset
export(Vector3) var look_target_initial: Vector3 setget set_look_target_initial
export(float, 0, 1) var follow_smoothing: float
func set_anchor_offset(val: Vector3) -> void:
anchor_offset = val
emit_signal("transform_value_changed")
func set_anchor_rotation(val: Vector3) -> void:
anchor_rotation = val
emit_signal("transform_value_changed")
func set_camera_offset(val: Vector3) -> void:
camera_offset = val
emit_signal("transform_value_changed")
func set_look_target_initial(val: Vector3) -> void:
look_target_initial = val
emit_signal("transform_value_changed")

View file

@ -15,10 +15,6 @@ func handle_input(event: InputEvent) -> void:
_handle_input_mouse_motion(event)
func update(_delta: float) -> void:
pass
func physics_update(_delta: float) -> void:
_camera_sys.anchor_y.rotation = lerp(
_camera_sys.anchor_y.rotation, _camera_sys.anchor_y_rotation_target,
@ -27,7 +23,7 @@ func physics_update(_delta: float) -> void:
_follow_follow_target()
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
_camera_sys.update_camera_local_transform(
_anchor_offset, _camera_offset
)

View file

@ -23,7 +23,7 @@ func physics_update(_delta: float) -> void:
_follow_follow_target()
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
_camera_sys.update_camera_local_transform(
_anchor_offset, _camera_offset
)

View file

@ -1,58 +0,0 @@
#class_name
extends LevelCameraSystemState
# Docstring
### Signals ###
### Enums ###
### Constants ###
### Exported variables ###
### Public variables ###
### Private variables ###
### Onready variables ###
############################
# Engine Callback Methods #
############################
############################
# Public Methods #
############################
func handle_input(event: InputEvent) -> void:
pass
func update(delta: float) -> void:
pass
func physics_update(delta: float) -> void:
pass
func enter(_data := {}) -> void:
pass
func exit() -> void:
pass
############################
# Signal Connected Methods #
############################
############################
# Private Methods #
############################

View file

@ -30,7 +30,7 @@ func physics_update(delta: float) -> void:
# Virtual function. Called by the state machine upon changing the active state.
# _data is a dictionary with arbitrary data the state can use to initialize.
func enter(_data := {}) -> void:
func enter(_data: Dictionary={}) -> void:
pass

View file

@ -45,7 +45,7 @@ func get_current_state() -> State:
return _current_state
func transition_to(target_state_id: String, data: Dictionary = {}) -> void:
func transition_to(target_state_id: String, data: Dictionary={}) -> void:
assert(_states.has(target_state_id))
_current_state.disconnect("change_state_request", self, "_on_change_state_request")
_current_state.exit()
@ -66,7 +66,7 @@ func return_to_initial_state() -> void:
############################
# Signal Connected Methods #
############################
func _on_change_state_request(state_id: String, data := {}) -> void:
func _on_change_state_request(state_id: String, data: Dictionary={}) -> void:
transition_to(state_id, data)

View file

@ -6,13 +6,6 @@ extends Node
### Signals ###
signal badge_earned(badge)
### Enums ###
### Constants ###
### Exported variables ###
### Public variables ###
### Private variables ###
var _multikill_window: int = 2
@ -50,7 +43,7 @@ func get_run_badges() -> Dictionary:
return _run_badges.duplicate()
func evaluate_end_of_run_stats(all_enemies_hit: bool, no_frendlies_hit, accuracy: float) -> void:
func evaluate_end_of_run_stats(all_enemies_hit: bool, no_frendlies_hit: bool, accuracy: float) -> void:
if all_enemies_hit and no_frendlies_hit:
_badge_earned(_badges["clean_sweep"])
if accuracy == 1:
@ -58,7 +51,7 @@ func evaluate_end_of_run_stats(all_enemies_hit: bool, no_frendlies_hit, accuracy
func get_run_badge_time() -> float:
var run_badge_time: float = 0
var run_badge_time: float = 0.0
for badge in _run_badges:
run_badge_time -= badge.time_value * _run_badges[badge]

View file

@ -64,8 +64,3 @@ func _on_bullet_collided(bullet: Bullet, collider: Spatial) -> void:
collider.hurt(bullet.damage)
bullet.destroy()
############################
# Private Methods #
############################

View file

@ -19,7 +19,7 @@ var _down_targets_friendly: Array
# Engine Callback Methods #
############################
func _ready() -> void:
var i := 0
var i: int = 0
var target: PopupTarget
while i < get_child_count():
target = get_child(i)
@ -87,7 +87,3 @@ func _on_target_hit(target: PopupTarget) -> void:
_down_targets_friendly.append(target)
emit_signal("friendly_target_hit")
############################
# Private Methods #
############################

View file

@ -1,4 +1,3 @@
#class_name
extends Spatial
# Docstring

View file

@ -8,9 +8,9 @@ extends Spatial
signal hit(target)
### Exported variables ###
export(float) var _move_distance: float = 0 setget _set_move_distance
export(float, 0.1, 5) var _move_speed: float = 1
export(float) var _end_wait: float = 1
export(float) var _move_distance: float = 0.0 setget _set_move_distance
export(float, 0.1, 5.0) var _move_speed: float = 1.0
export(float) var _end_wait: float = 1.0
export(bool) var is_enemy: bool = true setget _set_is_enemy
### Private variables ###
@ -118,21 +118,15 @@ func _set_is_enemy(val: bool) -> void:
func _tween_popup_target_setup() -> void:
var step_duration: float = abs(_move_distance) / _move_speed
_tween = create_tween().set_process_mode(Tween.TWEEN_PROCESS_PHYSICS)
var tweener_step_1: PropertyTweener = _tween.tween_property(
var _tweener_step_1: PropertyTweener = _tween.tween_property(
_popup_target, "translation",
Vector3(_move_distance, 0, 0), step_duration
)
tweener_step_1 = tweener_step_1.set_ease(Tween.EASE_OUT_IN)
tweener_step_1 = tweener_step_1.set_trans(Tween.TRANS_LINEAR)
tweener_step_1 = tweener_step_1.set_delay(_end_wait)
).set_ease(Tween.EASE_OUT_IN).set_trans(Tween.TRANS_LINEAR).set_delay(_end_wait)
var tweener_step_2: PropertyTweener = _tween.tween_property(
var _tweener_step_2: PropertyTweener = _tween.tween_property(
_popup_target, "translation",
Vector3(0, 0, 0), step_duration
)
tweener_step_2 = tweener_step_2.set_ease(Tween.EASE_OUT_IN)
tweener_step_2 = tweener_step_2.set_trans(Tween.TRANS_LINEAR)
tweener_step_2 = tweener_step_2.set_delay(_end_wait)
).set_ease(Tween.EASE_OUT_IN).set_trans(Tween.TRANS_LINEAR).set_delay(_end_wait)
_tween = _tween.set_loops()

View file

@ -22,7 +22,7 @@ func _ready() -> void:
_loader_poll_timer.wait_time = _poll_time
#make sure root is ready to take new child
yield(get_tree().root,"ready")
yield(get_tree().root, "ready")
_set_current_scene(_initial_scene.instance())

View file

@ -2,8 +2,6 @@ extends MultiPageUIPage
# Script controlling the level select menu screen
### Signals ###
### Exported variables ###
export(String) var _level_directory_path: String
@ -56,9 +54,9 @@ func _on_start_level_button_pressed() -> void:
func _update_selected_level_stats(button: LevelButton) -> void:
var level_name := button.get_text().to_lower().replace(" ", "_")
var level_time_par := SaveLoad.load_level_par_time(level_name)
var level_time_best := SaveLoad.load_level_best_time(level_name)
var level_name: String = button.get_text().to_lower().replace(" ", "_")
var level_time_par: float = SaveLoad.load_level_par_time(level_name)
var level_time_best: float = SaveLoad.load_level_best_time(level_name)
_label_level_name.set_text(button.get_text())
_label_level_time_par.set_text("%5.2f" % level_time_par)
@ -78,11 +76,11 @@ func _update_selected_level_stats(button: LevelButton) -> void:
############################
func _find_level_file_names() -> PoolStringArray:
var result: PoolStringArray = []
var dir := Directory.new()
var err := dir.open(_level_directory_path)
var dir: Directory = Directory.new()
var err: int = dir.open(_level_directory_path)
if err == OK:
var regex := RegEx.new()
var match_string = "level_\\d+.tscn"
var regex: RegEx = RegEx.new()
var match_string: String = "level_\\d+.tscn"
err = regex.compile(match_string)
if err == OK:
# warning-ignore:return_value_discarded
@ -103,11 +101,11 @@ func _find_level_file_names() -> PoolStringArray:
func _add_level_buttons(level_file_names: PoolStringArray) -> void:
for i in range(level_file_names.size()):
var file_name: String = level_file_names[i]
var new_button = _level_button_res.instance()
var new_button: LevelButton = _level_button_res.instance()
_level_button_grid.add_child(new_button)
new_button.set_v_size_flags(SIZE_EXPAND_FILL)
new_button.set_custom_minimum_size(Vector2(200, 0))
var text := file_name.get_basename().capitalize()
var text: String = file_name.get_basename().capitalize()
new_button.set_text(text)
new_button.set_name("Button%s" % text.replace(" ", ""))

View file

@ -99,13 +99,10 @@ func _change_current_page(new_page_name: String) -> void:
target_page.visible = true
var tween: SceneTreeTween = create_tween()
var page_rect_pos_tweener: PropertyTweener = tween.tween_property(
var _page_rect_pos_tweener: PropertyTweener = tween.tween_property(
_page_container, "rect_position",
position_change, 1
)
page_rect_pos_tweener = page_rect_pos_tweener.as_relative()
page_rect_pos_tweener = page_rect_pos_tweener.set_ease(Tween.EASE_IN_OUT)
page_rect_pos_tweener = page_rect_pos_tweener.set_trans(Tween.TRANS_QUAD)
).as_relative().set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_QUAD)
tween.play()
yield(tween, "finished")

View file

@ -3,33 +3,12 @@ extends Control
# Docstring
### Signals ###
### Enums ###
### Constants ###
### Exported variables ###
### Public variables ###
### Private variables ###
### Onready variables ###
onready var _weapon_ammo_label: Label = $WeaponInfo/VBoxContainer/LabelAmmo
onready var _weapon_tex_rect: TextureRect = $WeaponInfo/VBoxContainer/WeaponIcon
onready var _label_reload: Label = $ReloadLabel
onready var _animation_player: AnimationPlayer = $AnimationPlayer
############################
# Engine Callback Methods #
############################
############################
# Public Methods #
############################
func update_weapon_ammo(remaining: int) -> void:
_weapon_ammo_label.text = "%02d / INF" % remaining
if remaining <= 0:
@ -43,13 +22,3 @@ func update_weapon_ammo(remaining: int) -> void:
func update_weapon_icon(icon: Texture) -> void:
_weapon_tex_rect.texture = icon
############################
# Signal Connected Methods #
############################
############################
# Private Methods #
############################

View file

@ -25,10 +25,10 @@ onready var _option_btn_msaa: OptionButton = find_node("MSAAOptionButton")
# Engine Callback Methods #
############################
func _ready() -> void:
_slider_audio_master.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.Master]
_slider_audio_sfx.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.Sfx]
_slider_audio_music.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.Music]
_slider_audio_ui.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.Ui]
_slider_audio_master.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.MASTER]
_slider_audio_sfx.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.SFX]
_slider_audio_music.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.MUSIC]
_slider_audio_ui.value = UserPreferences.audio_vol[UserPreferences.AudioBuses.UI]
_slider_mouse_sensitivity.value = UserPreferences.mouse_sensitivity
_check_btn_toggle_sprint.pressed = UserPreferences.toggle_sprint

View file

@ -18,7 +18,7 @@ var distance_vector: Vector3
var _collider: Spatial
### Onready variables ###
onready var _max_range_squared: int = pow(max_range, 2)
onready var _max_range_squared: float = pow(max_range, 2)
onready var _mesh_inst: MeshInstance = $MeshInstance
onready var _collision_shape: CollisionShape = $CollisionShape
onready var _particles: Particles = $Particles

View file

@ -15,14 +15,14 @@ signal reload_unload_anim_done()
signal reload_load_anim_done()
### Enums ###
enum SLOT_TYPE{PRIMARY, SECONDARY}
enum SlotType{PRIMARY, SECONDARY}
### Exported variables ###
export(SLOT_TYPE) var slot_type: int
export(SlotType) var slot_type: int
export(Texture) var icon: Texture
export(PackedScene) var bullet_packed_scene: PackedScene
export(float) var bullet_speed: float = 50
export(float) var bullet_speed: float = 50.0
export(int) var bullet_damage: int = 10
export(int) var max_range: int = 60