diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2015-11-21 16:13:43 +0100 |
---|---|---|
committer | Rémi Verschelde <rverschelde@gmail.com> | 2015-12-09 08:39:12 +0100 |
commit | 7589b2bf605b58fbb0e34dec8ae833708e9b54ea (patch) | |
tree | 6c6b6515be9d121127f738a586fd95299ca7018a | |
parent | 323dde7f3164477b3d51fda8352d8b37a19f7f9d (diff) |
Improve code formatting
The scripts were streamlined using more or less the following conventions:
- space after a comma in lists of arguments
- spaces around weak operators (+, -), no spaces around strong operators (*, /)
- spaces around comparison operators and compound assignment operators
- space after a comment start (#)
- removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
- function blocks separate by two newlines
- comment sentences start with an upper-case letter
40 files changed, 841 insertions, 1101 deletions
diff --git a/demos/2d/area_input/input.gd b/demos/2d/area_input/input.gd index 3f719fc853..e9cc9f3c1d 100644 --- a/demos/2d/area_input/input.gd +++ b/demos/2d/area_input/input.gd @@ -1,16 +1,15 @@ extends Area2D -#virtual from CollisionObject2D (also available as signal) + +# Virtual from CollisionObject2D (also available as signal) func _input_event(viewport, event, shape_idx): - #convert event to local coordinates - if (event.type==InputEvent.MOUSE_MOTION): - event = make_input_local( event ) + # Convert event to local coordinates + if (event.type == InputEvent.MOUSE_MOTION): + event = make_input_local(event) get_node("label").set_text(str(event.pos)) - -#virtual from CollisionObject2D (also available as signal) -func _mouse_exit(): - get_node("label").set_text("") - +# Virtual from CollisionObject2D (also available as signal) +func _mouse_exit(): + get_node("label").set_text("") diff --git a/demos/2d/dynamic_collision_shapes/ball.gd b/demos/2d/dynamic_collision_shapes/ball.gd index c17b20f9c8..8ffa33f746 100644 --- a/demos/2d/dynamic_collision_shapes/ball.gd +++ b/demos/2d/dynamic_collision_shapes/ball.gd @@ -1,21 +1,18 @@ extends RigidBody2D -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables +var timeout = 5 -var timeout=5 func _process(delta): - timeout-=delta - if (timeout<1): + timeout -= delta + if (timeout < 1): set_opacity(timeout) - if (timeout<0): + if (timeout < 0): queue_free() -func _ready(): - set_process(true) - # Initialization here - pass +func _ready(): + # Initialization here + set_process(true) diff --git a/demos/2d/dynamic_collision_shapes/dynamic_colobjs.gd b/demos/2d/dynamic_collision_shapes/dynamic_colobjs.gd index a6a42a1914..1595195c74 100644 --- a/demos/2d/dynamic_collision_shapes/dynamic_colobjs.gd +++ b/demos/2d/dynamic_collision_shapes/dynamic_colobjs.gd @@ -1,23 +1,20 @@ extends Node2D -# member variables here, example: -# var a=2 -# var b="textvar" -const EMIT_INTERVAL=0.1 -var timeout=EMIT_INTERVAL +# Member variables +const EMIT_INTERVAL = 0.1 +var timeout = EMIT_INTERVAL + func _process(delta): - timeout-=delta - if (timeout<0): - timeout=EMIT_INTERVAL + timeout -= delta + if (timeout < 0): + timeout = EMIT_INTERVAL var ball = preload("res://ball.scn").instance() - ball.set_pos( Vector2(randf() * get_viewport_rect().size.x, 0) ) + ball.set_pos(Vector2(randf()*get_viewport_rect().size.x, 0)) add_child(ball) - -func _ready(): - set_process(true) - # Initialization here - pass +func _ready(): + # Initialization here + set_process(true) diff --git a/demos/2d/fog_of_war/fog.gd b/demos/2d/fog_of_war/fog.gd index 9da5680e4d..82979264c4 100644 --- a/demos/2d/fog_of_war/fog.gd +++ b/demos/2d/fog_of_war/fog.gd @@ -1,86 +1,79 @@ extends TileMap -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables -# boundarys for the fog rectangle -var x_min = -20 # left start tile -var x_max = 20 # right end tile -var y_min = -20 # top start tile -var y_max = 20 # bottom end tile +# Boundaries for the fog rectangle +var x_min = -20 # Left start tile +var x_max = 20 # Right end tile +var y_min = -20 # Top start tile +var y_max = 20 # Bottom end tile -var position # players position +var position # Player's position -# iteration variables +# Iteration variables var x var y -# variable to check if player moved +# Variables to check if the player moved var x_old var y_old -# array to build up the visible area like a square -# first value determines the width/height of the tip -# here it would be 2*2 + 1 = 5 tiles wide/high -# second value determines the total squares size -# here it would be 5*2 + 1 = 10 tiles wide/high -var l = range(2,5) +# Array to build up the visible area like a square. +# First value determines the width/height of the tip. +# Here it would be 2*2 + 1 = 5 tiles wide/high. +# Second value determines the total squares size. +# Here it would be 5*2 + 1 = 10 tiles wide/high. +var l = range(2, 5) -# process that runs in realtime + +# Process that runs in realtime func _fixed_process(delta): position = get_node("../troll").get_pos() - # calculate the corresponding tile + # Calculate the corresponding tile # from the players position x = int(position.x/get_cell_size().x) - # switching from positive to negative tile positions + # Switching from positive to negative tile positions # causes problems because of rounding problems if position.x < 0: - x -= 1 # correct negative values + x -= 1 # Correct negative values y = int(position.y/get_cell_size().y) - if position.y < 0: + if (position.y < 0): y -= 1 - - # check if the player moved one tile further - if (x_old != x) or (y_old != y): - - # create the transparent part (visited area) - var end = l.size()-1 + + # Check if the player moved one tile further + if ((x_old != x) or (y_old != y)): + # Create the transparent part (visited area) + var end = l.size() - 1 var start = 0 for steps in range(l.size()): - for m in range(x-l[end]-1,x+l[end]+2): - for n in range(y-l[start]-1,y+l[start]+2): - if get_cell(m,n) != 0: - set_cell(m,n,1,0,0) + for m in range(x - l[end] - 1, x + l[end] + 2): + for n in range(y - l[start] - 1, y + l[start] + 2): + if (get_cell(m, n) != 0): + set_cell(m, n, 1, 0, 0) end -= 1 start += 1 - - # create the actual and active visible part - var end = l.size()-1 + + # Create the actual and active visible part + var end = l.size() - 1 var start = 0 for steps in range(l.size()): - for m in range(x-l[end],x+l[end]+1): - for n in range(y-l[start],y+l[start]+1): - set_cell(m,n,-1) + for m in range(x - l[end], x + l[end] + 1): + for n in range(y - l[start], y + l[start] + 1): + set_cell(m, n, -1) end -= 1 start += 1 - + x_old = x y_old = y - - pass + func _ready(): # Initalization here - - # create a square filled with the 100% opaque fog - for x in range(x_min,x_max): - for y in range(y_min,y_max): - set_cell(x,y,0,0,0) + # Create a square filled with the 100% opaque fog + for x in range(x_min, x_max): + for y in range(y_min, y_max): + set_cell(x, y, 0, 0, 0) set_fixed_process(true) - pass - - diff --git a/demos/2d/fog_of_war/troll.gd b/demos/2d/fog_of_war/troll.gd index d118d3a2ba..454a3ac3a3 100644 --- a/demos/2d/fog_of_war/troll.gd +++ b/demos/2d/fog_of_war/troll.gd @@ -2,42 +2,38 @@ extends KinematicBody2D # This is a simple collision demo showing how -# the kinematic cotroller works. +# the kinematic controller works. # move() will allow to move the node, and will -# always move it to a non-colliding spot, +# always move it to a non-colliding spot, # as long as it starts from a non-colliding spot too. +# Member variables +const MOTION_SPEED = 160 # Pixels/second -#pixels / second -const MOTION_SPEED=160 func _fixed_process(delta): - var motion = Vector2() if (Input.is_action_pressed("move_up")): - motion+=Vector2(0,-1) + motion += Vector2(0, -1) if (Input.is_action_pressed("move_bottom")): - motion+=Vector2(0,1) + motion += Vector2(0, 1) if (Input.is_action_pressed("move_left")): - motion+=Vector2(-1,0) + motion += Vector2(-1, 0) if (Input.is_action_pressed("move_right")): - motion+=Vector2(1,0) + motion += Vector2(1, 0) - motion = motion.normalized() * MOTION_SPEED * delta + motion = motion.normalized()*MOTION_SPEED*delta motion = move(motion) - #make character slide nicely through the world + # Make character slide nicely through the world var slide_attempts = 4 - while(is_colliding() and slide_attempts>0): + while(is_colliding() and slide_attempts > 0): motion = get_collision_normal().slide(motion) - motion=move(motion) - slide_attempts-=1 - + motion = move(motion) + slide_attempts -= 1 + func _ready(): # Initalization here set_fixed_process(true) - pass - - diff --git a/demos/2d/hdr/beach_cave.gd b/demos/2d/hdr/beach_cave.gd index 9dffbc4662..9829bd3611 100644 --- a/demos/2d/hdr/beach_cave.gd +++ b/demos/2d/hdr/beach_cave.gd @@ -1,26 +1,22 @@ extends Node2D -# member variables here, example: -# var a=2 -# var b="textvar" -const CAVE_LIMIT=1000 +# Member variables +const CAVE_LIMIT = 1000 -func _input(ev): - if (ev.type==InputEvent.MOUSE_MOTION and ev.button_mask&1): - var rel_x = ev.relative_x + +func _input(event): + if (event.type == InputEvent.MOUSE_MOTION and event.button_mask&1): + var rel_x = event.relative_x var cavepos = get_node("cave").get_pos() - cavepos.x+=rel_x - if (cavepos.x<-CAVE_LIMIT): - cavepos.x=-CAVE_LIMIT - elif (cavepos.x>0): - cavepos.x=0 + cavepos.x += rel_x + if (cavepos.x < -CAVE_LIMIT): + cavepos.x = -CAVE_LIMIT + elif (cavepos.x > 0): + cavepos.x = 0 get_node("cave").set_pos(cavepos) - + func _ready(): - set_process_input(true) # Initialization here - pass - - + set_process_input(true) diff --git a/demos/2d/hexamap/troll.gd b/demos/2d/hexamap/troll.gd index d118d3a2ba..0e4d7ce535 100644 --- a/demos/2d/hexamap/troll.gd +++ b/demos/2d/hexamap/troll.gd @@ -2,42 +2,38 @@ extends KinematicBody2D # This is a simple collision demo showing how -# the kinematic cotroller works. +# the kinematic controller works. # move() will allow to move the node, and will # always move it to a non-colliding spot, # as long as it starts from a non-colliding spot too. +# Member variables +const MOTION_SPEED = 160 # Pixels/second -#pixels / second -const MOTION_SPEED=160 func _fixed_process(delta): - var motion = Vector2() if (Input.is_action_pressed("move_up")): - motion+=Vector2(0,-1) + motion += Vector2(0, -1) if (Input.is_action_pressed("move_bottom")): - motion+=Vector2(0,1) + motion += Vector2(0, 1) if (Input.is_action_pressed("move_left")): - motion+=Vector2(-1,0) + motion += Vector2(-1, 0) if (Input.is_action_pressed("move_right")): - motion+=Vector2(1,0) + motion += Vector2(1, 0) - motion = motion.normalized() * MOTION_SPEED * delta + motion = motion.normalized()*MOTION_SPEED*delta motion = move(motion) - #make character slide nicely through the world + # Make character slide nicely through the world var slide_attempts = 4 - while(is_colliding() and slide_attempts>0): + while(is_colliding() and slide_attempts > 0): motion = get_collision_normal().slide(motion) - motion=move(motion) - slide_attempts-=1 - + motion = move(motion) + slide_attempts -= 1 + func _ready(): # Initalization here set_fixed_process(true) - pass - - diff --git a/demos/2d/isometric/troll.gd b/demos/2d/isometric/troll.gd index d118d3a2ba..c44a622899 100644 --- a/demos/2d/isometric/troll.gd +++ b/demos/2d/isometric/troll.gd @@ -2,42 +2,38 @@ extends KinematicBody2D # This is a simple collision demo showing how -# the kinematic cotroller works. +# the kinematic controller works. # move() will allow to move the node, and will # always move it to a non-colliding spot, # as long as it starts from a non-colliding spot too. +# Member variables +const MOTION_SPEED = 160 # Pixels/seconds -#pixels / second -const MOTION_SPEED=160 func _fixed_process(delta): - var motion = Vector2() if (Input.is_action_pressed("move_up")): - motion+=Vector2(0,-1) + motion += Vector2(0, -1) if (Input.is_action_pressed("move_bottom")): - motion+=Vector2(0,1) + motion += Vector2(0, 1) if (Input.is_action_pressed("move_left")): - motion+=Vector2(-1,0) + motion += Vector2(-1, 0) if (Input.is_action_pressed("move_right")): - motion+=Vector2(1,0) + motion += Vector2(1, 0) - motion = motion.normalized() * MOTION_SPEED * delta + motion = motion.normalized()*MOTION_SPEED*delta motion = move(motion) - #make character slide nicely through the world + # Make character slide nicely through the world var slide_attempts = 4 - while(is_colliding() and slide_attempts>0): + while(is_colliding() and slide_attempts > 0): motion = get_collision_normal().slide(motion) - motion=move(motion) - slide_attempts-=1 - + motion = move(motion) + slide_attempts -= 1 + func _ready(): # Initalization here set_fixed_process(true) - pass - - diff --git a/demos/2d/isometric_light/cubio.gd b/demos/2d/isometric_light/cubio.gd index 30c766936c..7e2ff2a5c4 100644 --- a/demos/2d/isometric_light/cubio.gd +++ b/demos/2d/isometric_light/cubio.gd @@ -1,96 +1,86 @@ extends KinematicBody2D -# member variables here, example: -# var a=2 -# var b="textvar" - +# Member variables const MAX_SPEED = 300.0 const IDLE_SPEED = 10.0 -const ACCEL=5.0 -const VSCALE=0.5 -const SHOOT_INTERVAL=0.3 +const ACCEL = 5.0 +const VSCALE = 0.5 +const SHOOT_INTERVAL = 0.3 + +var speed = Vector2() +var current_anim = "" +var current_mirror = false -var speed=Vector2() -var current_anim="" -var current_mirror=false +var shoot_countdown = 0 -var shoot_countdown=0 -func _input(ev): - if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==1 and ev.pressed and shoot_countdown<=0): - var pos = get_canvas_transform().affine_inverse() * ev.pos - var dir = (pos-get_global_pos()).normalized() +func _input(event): + if (event.type == InputEvent.MOUSE_BUTTON and event.button_index == 1 and event.pressed and shoot_countdown <= 0): + var pos = get_canvas_transform().affine_inverse()*event.pos + var dir = (pos - get_global_pos()).normalized() var bullet = preload("res://shoot.scn").instance() - bullet.advance_dir=dir - bullet.set_pos( get_global_pos() + dir * 60 ) + bullet.advance_dir = dir + bullet.set_pos(get_global_pos() + dir*60) get_parent().add_child(bullet) - shoot_countdown=SHOOT_INTERVAL - - - + shoot_countdown = SHOOT_INTERVAL + func _fixed_process(delta): - - shoot_countdown-=delta + shoot_countdown -= delta var dir = Vector2() if (Input.is_action_pressed("up")): - dir+=Vector2(0,-1) + dir += Vector2(0, -1) if (Input.is_action_pressed("down")): - dir+=Vector2(0,1) + dir += Vector2(0, 1) if (Input.is_action_pressed("left")): - dir+=Vector2(-1,0) + dir += Vector2(-1, 0) if (Input.is_action_pressed("right")): - dir+=Vector2(1,0) - - if (dir!=Vector2()): - dir=dir.normalized() - speed = speed.linear_interpolate(dir*MAX_SPEED,delta*ACCEL) - var motion = speed * delta - motion.y*=VSCALE - motion=move(motion) + dir += Vector2(1, 0) + + if (dir != Vector2()): + dir = dir.normalized() + speed = speed.linear_interpolate(dir*MAX_SPEED, delta*ACCEL) + var motion = speed*delta + motion.y *= VSCALE + motion = move(motion) if (is_colliding()): var n = get_collision_normal() - motion=n.slide(motion) + motion = n.slide(motion) move(motion) - var next_anim="" - var next_mirror=false + var next_anim = "" + var next_mirror = false - if (dir==Vector2() and speed.length()<IDLE_SPEED): - next_anim="idle" - next_mirror=false - elif (speed.length()>IDLE_SPEED*0.1): - var angle = atan2(abs(speed.x),speed.y) + if (dir == Vector2() and speed.length() < IDLE_SPEED): + next_anim = "idle" + next_mirror = false + elif (speed.length() > IDLE_SPEED*0.1): + var angle = atan2(abs(speed.x), speed.y) - next_mirror = speed.x>0 - if (angle<PI/8): - next_anim="bottom" - next_mirror=false - elif (angle<PI/4+PI/8): - next_anim="bottom_left" - elif (angle<PI*2/4+PI/8): - next_anim="left" - elif (angle<PI*3/4+PI/8): - next_anim="top_left" + next_mirror = speed.x > 0 + if (angle < PI/8): + next_anim = "bottom" + next_mirror = false + elif (angle < PI/4 + PI/8): + next_anim = "bottom_left" + elif (angle < PI*2/4 + PI/8): + next_anim = "left" + elif (angle < PI*3/4 + PI/8): + next_anim = "top_left" else: - next_anim="top" - next_mirror=false - - - if (next_anim!=current_anim or next_mirror!=current_mirror): + next_anim = "top" + next_mirror = false + + if (next_anim != current_anim or next_mirror != current_mirror): get_node("frames").set_flip_h(next_mirror) get_node("anim").play(next_anim) - current_anim=next_anim - current_mirror=next_mirror - + current_anim = next_anim + current_mirror = next_mirror func _ready(): # Initialization here set_fixed_process(true) set_process_input(true) - pass - - diff --git a/demos/2d/isometric_light/map.gd b/demos/2d/isometric_light/map.gd index f712aeeaec..6b790ddf1c 100644 --- a/demos/2d/isometric_light/map.gd +++ b/demos/2d/isometric_light/map.gd @@ -1,18 +1,7 @@ extends Node2D -# member variables here, example: -# var a=2 -# var b="textvar" -func _ready(): - # Initialization here - pass - - - - -func _on_prince_area_body_enter( body ): - if (body.get_name()=="cubio"): +func _on_prince_area_body_enter(body): + if (body.get_name() == "cubio"): get_node("message").show() - pass # replace with function body diff --git a/demos/2d/isometric_light/shoot.gd b/demos/2d/isometric_light/shoot.gd index 0486bbb658..bf0b09dc0b 100644 --- a/demos/2d/isometric_light/shoot.gd +++ b/demos/2d/isometric_light/shoot.gd @@ -1,27 +1,22 @@ extends KinematicBody2D -# member variables here, example: -# var a=2 -# var b="textvar" - -var advance_dir=Vector2(1,0) +# Member variables const ADVANCE_SPEED = 500.0 -var hit=false +var advance_dir = Vector2(1, 0) +var hit = false + func _fixed_process(delta): - if (hit): return - move(advance_dir*delta*ADVANCE_SPEED) + move(advance_dir*delta*ADVANCE_SPEED) if (is_colliding()): get_node("anim").play("explode") - hit=true + hit = true + func _ready(): # Initialization here set_fixed_process(true) - pass - - diff --git a/demos/2d/kinematic_char/colworld.gd b/demos/2d/kinematic_char/colworld.gd index fe2dc30bb6..7926ef9d54 100644 --- a/demos/2d/kinematic_char/colworld.gd +++ b/demos/2d/kinematic_char/colworld.gd @@ -1,18 +1,8 @@ extends Node2D -#member variables here, example: -#var a=2 -#var b="textvar" -func _ready(): - #Initalization here - pass - - - - -func _on_princess_body_enter( body ): - #the name of this editor-generated callback is unfortunate - if (body.get_name()=="player"): +func _on_princess_body_enter(body): + # The name of this editor-generated callback is unfortunate + if (body.get_name() == "player"): get_node("youwin").show() diff --git a/demos/2d/kinematic_char/engine.cfg b/demos/2d/kinematic_char/engine.cfg index 4ce8f836ae..8bdd5e2fc5 100644 --- a/demos/2d/kinematic_char/engine.cfg +++ b/demos/2d/kinematic_char/engine.cfg @@ -1,6 +1,6 @@ [application] -name="Kinematic Collision" +name="Kinematic Character" main_scene="res://colworld.scn" icon="res://icon.png" diff --git a/demos/2d/kinematic_char/player.gd b/demos/2d/kinematic_char/player.gd index 329382408b..a5c64a303a 100644 --- a/demos/2d/kinematic_char/player.gd +++ b/demos/2d/kinematic_char/player.gd @@ -1,137 +1,124 @@ extends KinematicBody2D -#This is a simple collision demo showing how -#the kinematic cotroller works. -#move() will allow to move the node, and will -#always move it to a non-colliding spot, -#as long as it starts from a non-colliding spot too. +# This is a simple collision demo showing how +# the kinematic controller works. +# move() will allow to move the node, and will +# always move it to a non-colliding spot, +# as long as it starts from a non-colliding spot too. +# Member variables +const GRAVITY = 500.0 # Pixels/second -#pixels / second -const GRAVITY = 500.0 - -#Angle in degrees towards either side that the player can -#consider "floor". +# Angle in degrees towards either side that the player can consider "floor" const FLOOR_ANGLE_TOLERANCE = 40 const WALK_FORCE = 600 -const WALK_MIN_SPEED=10 +const WALK_MIN_SPEED = 10 const WALK_MAX_SPEED = 200 const STOP_FORCE = 1300 const JUMP_SPEED = 200 -const JUMP_MAX_AIRBORNE_TIME=0.2 +const JUMP_MAX_AIRBORNE_TIME = 0.2 -const SLIDE_STOP_VELOCITY=1.0 #one pixel per second -const SLIDE_STOP_MIN_TRAVEL=1.0 #one pixel +const SLIDE_STOP_VELOCITY = 1.0 # One pixel per second +const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel var velocity = Vector2() -var on_air_time=100 -var jumping=false +var on_air_time = 100 +var jumping = false -var prev_jump_pressed=false +var prev_jump_pressed = false -func _fixed_process(delta): - #create forces - var force = Vector2(0,GRAVITY) +func _fixed_process(delta): + # Create forces + var force = Vector2(0, GRAVITY) var walk_left = Input.is_action_pressed("move_left") var walk_right = Input.is_action_pressed("move_right") var jump = Input.is_action_pressed("jump") - - var stop=true + + var stop = true if (walk_left): - if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED): - force.x-=WALK_FORCE - stop=false - + if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED): + force.x -= WALK_FORCE + stop = false elif (walk_right): - if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED): - force.x+=WALK_FORCE - stop=false + if (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED): + force.x += WALK_FORCE + stop = false if (stop): var vsign = sign(velocity.x) var vlen = abs(velocity.x) - vlen -= STOP_FORCE * delta - if (vlen<0): - vlen=0 - - velocity.x=vlen*vsign + vlen -= STOP_FORCE*delta + if (vlen < 0): + vlen = 0 - - - #integrate forces to velocity - velocity += force * delta + velocity.x = vlen*vsign - #integrate velocity into motion and move - var motion = velocity * delta - - #move and consume motion + # Integrate forces to velocity + velocity += force*delta + + # Integrate velocity into motion and move + var motion = velocity*delta + + # Move and consume motion motion = move(motion) - - - var floor_velocity=Vector2() - + + var floor_velocity = Vector2() + if (is_colliding()): - # you can check which tile was collision against with this + # You can check which tile was collision against with this # print(get_collider_metadata()) - - #ran against something, is it the floor? get normal + + # Ran against something, is it the floor? Get normal var n = get_collision_normal() - - if ( rad2deg(acos(n.dot( Vector2(0,-1)))) < FLOOR_ANGLE_TOLERANCE ): - #if angle to the "up" vectors is < angle tolerance - #char is on floor - on_air_time=0 - floor_velocity=get_collider_velocity() - - - if (on_air_time==0 and force.x==0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity()==Vector2()): - #Since this formula will always slide the character around, - #a special case must be considered to to stop it from moving - #if standing on an inclined floor. Conditions are: - # 1) Standing on floor (on_air_time==0) + + if (rad2deg(acos(n.dot(Vector2(0, -1)))) < FLOOR_ANGLE_TOLERANCE): + # If angle to the "up" vectors is < angle tolerance + # char is on floor + on_air_time = 0 + floor_velocity = get_collider_velocity() + + if (on_air_time == 0 and force.x == 0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity() == Vector2()): + # Since this formula will always slide the character around, + # a special case must be considered to to stop it from moving + # if standing on an inclined floor. Conditions are: + # 1) Standing on floor (on_air_time == 0) # 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL) # 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY) # 4) Collider is not moving - + revert_motion() - velocity.y=0.0 - + velocity.y = 0.0 else: - #For every other case of motion,our motion was interrupted. - #Try to complete the motion by "sliding" - #by the normal - + # For every other case of motion, our motion was interrupted. + # Try to complete the motion by "sliding" by the normal motion = n.slide(motion) - velocity = n.slide(velocity) - #then move again + velocity = n.slide(velocity) + # Then move again move(motion) - - if (floor_velocity!=Vector2()): - #if floor moves, move with floor + + if (floor_velocity != Vector2()): + # If floor moves, move with floor move(floor_velocity*delta) - - if (jumping and velocity.y>0): - #if falling, no longer jumping - jumping=false - - if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping): - # Jump must also be allowed to happen if the - # character left the floor a little bit ago. + + if (jumping and velocity.y > 0): + # If falling, no longer jumping + jumping = false + + if (on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping): + # Jump must also be allowed to happen if the character left the floor a little bit ago. # Makes controls more snappy. - velocity.y=-JUMP_SPEED - jumping=true - - on_air_time+=delta - prev_jump_pressed=jump + velocity.y = -JUMP_SPEED + jumping = true + + on_air_time += delta + prev_jump_pressed = jump + func _ready(): #Initalization here set_fixed_process(true) - pass - - diff --git a/demos/2d/kinematic_col/player.gd b/demos/2d/kinematic_col/player.gd index 36784a9d9f..48d54d1a33 100644 --- a/demos/2d/kinematic_col/player.gd +++ b/demos/2d/kinematic_col/player.gd @@ -2,35 +2,31 @@ extends KinematicBody2D # This is a simple collision demo showing how -# the kinematic cotroller works. +# the kinematic controller works. # move() will allow to move the node, and will # always move it to a non-colliding spot, # as long as it starts from a non-colliding spot too. +# Member variables +const MOTION_SPEED = 160 # Pixels/second -#pixels / second -const MOTION_SPEED=160 func _fixed_process(delta): - var motion = Vector2() if (Input.is_action_pressed("move_up")): - motion+=Vector2(0,-1) + motion += Vector2(0, -1) if (Input.is_action_pressed("move_bottom")): - motion+=Vector2(0,1) + motion += Vector2(0, 1) if (Input.is_action_pressed("move_left")): - motion+=Vector2(-1,0) + motion += Vector2(-1, 0) if (Input.is_action_pressed("move_right")): - motion+=Vector2(1,0) + motion += Vector2(1, 0) - motion = motion.normalized() * MOTION_SPEED * delta + motion = motion.normalized()*MOTION_SPEED*delta move(motion) - + func _ready(): # Initalization here set_fixed_process(true) - pass - - diff --git a/demos/2d/lookat/lookat.gd b/demos/2d/lookat/lookat.gd index 742c5b0671..25b5e638d7 100644 --- a/demos/2d/lookat/lookat.gd +++ b/demos/2d/lookat/lookat.gd @@ -1,43 +1,34 @@ extends Sprite -# member variables here, example: -# var a=2 -# var b="textvar" - -const MODE_DIRECT=0 -const MODE_CONSTANT=1 -const MODE_SMOOTH=2 +# Member variables +const MODE_DIRECT = 0 +const MODE_CONSTANT = 1 +const MODE_SMOOTH = 2 const ROTATION_SPEED = 1 const SMOOTH_SPEED = 2.0 -export(int,"Direct","Constant","Smooth") var mode=MODE_DIRECT +export(int, "Direct", "Constant", "Smooth") var mode = MODE_DIRECT + func _process(delta): var mpos = get_viewport().get_mouse_pos() - if (mode==MODE_DIRECT): - + if (mode == MODE_DIRECT): look_at(mpos) - - elif (mode==MODE_CONSTANT): - + elif (mode == MODE_CONSTANT): var ang = get_angle_to(mpos) var s = sign(ang) - ang=abs(ang) - - rotate( min(ang,ROTATION_SPEED*delta)*s ) + ang = abs(ang) - elif (mode==MODE_SMOOTH): - - var ang = get_angle_to(mpos) + rotate(min(ang, ROTATION_SPEED*delta)*s) + elif (mode == MODE_SMOOTH): + var ang = get_angle_to(mpos) - rotate( ang*delta*SMOOTH_SPEED ) + rotate(ang*delta*SMOOTH_SPEED) + func _ready(): # Initialization here set_process(true) - pass - - diff --git a/demos/2d/motion/motion.gd b/demos/2d/motion/motion.gd index 8f8f56a889..a7031b24e6 100644 --- a/demos/2d/motion/motion.gd +++ b/demos/2d/motion/motion.gd @@ -1,31 +1,30 @@ extends Sprite - -export var use_idle=true - -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables const BEGIN = -113 const END = 907 -const TIME = 5.0 # seconds -const SPEED = (END-BEGIN)/TIME +const TIME = 5.0 # Seconds +const SPEED = (END - BEGIN)/TIME + +export var use_idle = true + func _process(delta): var ofs = get_pos() - ofs.x+=delta*SPEED - if (ofs.x>END): - ofs.x=BEGIN + ofs.x += delta*SPEED + if (ofs.x > END): + ofs.x = BEGIN set_pos(ofs) - + + func _fixed_process(delta): var ofs = get_pos() - ofs.x+=delta*SPEED - if (ofs.x>END): - ofs.x=BEGIN + ofs.x += delta*SPEED + if (ofs.x > END): + ofs.x = BEGIN set_pos(ofs) - + func _ready(): # Initialization here @@ -33,6 +32,3 @@ func _ready(): set_process(true) else: set_fixed_process(true) - pass - - diff --git a/demos/2d/navpoly/navigation.gd b/demos/2d/navpoly/navigation.gd index 9c3dc2921d..50ea4c8965 100644 --- a/demos/2d/navpoly/navigation.gd +++ b/demos/2d/navpoly/navigation.gd @@ -1,63 +1,54 @@ extends Navigation2D -# member variables here, example: -# var a=2 -# var b="textvar" -var begin=Vector2() -var end=Vector2() -var path=[] +# Member variables +const SPEED = 200.0 -const SPEED=200.0 - -func _process(delta): +var begin = Vector2() +var end = Vector2() +var path = [] - if (path.size()>1): - +func _process(delta): + if (path.size() > 1): var to_walk = delta*SPEED - while(to_walk>0 and path.size()>=2): - var pfrom = path[path.size()-1] - var pto = path[path.size()-2] + while(to_walk > 0 and path.size() >= 2): + var pfrom = path[path.size() - 1] + var pto = path[path.size() - 2] var d = pfrom.distance_to(pto) - if (d<=to_walk): - path.remove(path.size()-1) - to_walk-=d + if (d <= to_walk): + path.remove(path.size() - 1) + to_walk -= d else: - path[path.size()-1] = pfrom.linear_interpolate(pto,to_walk/d) - to_walk=0 - - var atpos = path[path.size()-1] + path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d) + to_walk = 0 + + var atpos = path[path.size() - 1] get_node("agent").set_pos(atpos) - if (path.size()<2): - path=[] + if (path.size() < 2): + path = [] set_process(false) - else: set_process(false) - func _update_path(): - - var p = get_simple_path(begin,end,true) - path=Array(p) # Vector2array to complex to use, convert to regular array + var p = get_simple_path(begin, end, true) + path = Array(p) # Vector2array too complex to use, convert to regular array path.invert() set_process(true) -func _input(ev): - if (ev.type==InputEvent.MOUSE_BUTTON and ev.pressed and ev.button_index==1): - begin=get_node("agent").get_pos() - #mouse to local navigatio cooards - end=ev.pos - get_pos() +func _input(event): + if (event.type == InputEvent.MOUSE_BUTTON and event.pressed and event.button_index == 1): + begin = get_node("agent").get_pos() + # Mouse to local navigation coordinates + end = event.pos - get_pos() _update_path() + func _ready(): # Initialization here set_process_input(true) - pass - - diff --git a/demos/2d/platformer/bullet.gd b/demos/2d/platformer/bullet.gd index 9aacc9809d..f66bca6b24 100644 --- a/demos/2d/platformer/bullet.gd +++ b/demos/2d/platformer/bullet.gd @@ -1,21 +1,17 @@ extends RigidBody2D -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables +var disabled = false -var disabled=false func disable(): if (disabled): return get_node("anim").play("shutdown") - disabled=true + disabled = true + func _ready(): # Initalization here get_node("Timer").start() - pass - - diff --git a/demos/2d/platformer/coin.gd b/demos/2d/platformer/coin.gd index 983cd46d88..1118732707 100644 --- a/demos/2d/platformer/coin.gd +++ b/demos/2d/platformer/coin.gd @@ -1,28 +1,19 @@ extends Area2D -# member variables here, example: -# var a=2 -# var b="textvar" - -var taken=false +# Member variables +var taken = false func _on_body_enter( body ): if (not taken and body extends preload("res://player.gd")): get_node("anim").play("taken") - taken=true - - -func _ready(): - # Initalization here - pass - + taken = true -func _on_coin_area_enter( area ): +func _on_coin_area_enter(area): pass # replace with function body -func _on_coin_area_enter_shape( area_id, area, area_shape, area_shape ): +func _on_coin_area_enter_shape(area_id, area, area_shape, area_shape): pass # replace with function body diff --git a/demos/2d/platformer/enemy.gd b/demos/2d/platformer/enemy.gd index a264cd0cff..75f13e3ee9 100644 --- a/demos/2d/platformer/enemy.gd +++ b/demos/2d/platformer/enemy.gd @@ -1,98 +1,84 @@ extends RigidBody2D -# member variables here, example: -# var a=2 -# var b="textvar" - +# Member variables const STATE_WALKING = 0 const STATE_DYING = 1 - var state = STATE_WALKING - var direction = -1 -var anim="" +var anim = "" -var rc_left=null -var rc_right=null +var rc_left = null +var rc_right = null var WALK_SPEED = 50 var bullet_class = preload("res://bullet.gd") + func _die(): queue_free() + func _pre_explode(): - #stay there + # Stay there clear_shapes() set_mode(MODE_STATIC) get_node("sound").play("explode") - -func _integrate_forces(s): +func _integrate_forces(s): var lv = s.get_linear_velocity() - var new_anim=anim + var new_anim = anim - if (state==STATE_DYING): - new_anim="explode" - elif (state==STATE_WALKING): - - new_anim="walk" + if (state == STATE_DYING): + new_anim = "explode" + elif (state == STATE_WALKING): + new_anim = "walk" - var wall_side=0.0 + var wall_side = 0.0 for i in range(s.get_contact_count()): var cc = s.get_contact_collider_object(i) var dp = s.get_contact_local_normal(i) if (cc): - - if (cc extends bullet_class and not cc.disabled): set_mode(MODE_RIGID) - state=STATE_DYING - #lv=s.get_contact_local_normal(i)*400 + state = STATE_DYING + #lv = s.get_contact_local_normal(i)*400 s.set_angular_velocity(sign(dp.x)*33.0) set_friction(1) cc.disable() get_node("sound").play("hit") - break - - - if (dp.x>0.9): - wall_side=1.0 - elif (dp.x<-0.9): - wall_side=-1.0 - - if (wall_side!=0 and wall_side!=direction): - - direction=-direction - get_node("sprite").set_scale( Vector2(-direction,1) ) - if (direction<0 and not rc_left.is_colliding() and rc_right.is_colliding()): - direction=-direction - get_node("sprite").set_scale( Vector2(-direction,1) ) - elif (direction>0 and not rc_right.is_colliding() and rc_left.is_colliding()): - direction=-direction - get_node("sprite").set_scale( Vector2(-direction,1) ) - - - lv.x = direction * WALK_SPEED - if( anim!=new_anim ): - anim=new_anim + if (dp.x > 0.9): + wall_side = 1.0 + elif (dp.x < -0.9): + wall_side = -1.0 + + if (wall_side != 0 and wall_side != direction): + direction = -direction + get_node("sprite").set_scale(Vector2(-direction, 1)) + if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()): + direction = -direction + get_node("sprite").set_scale(Vector2(-direction, 1)) + elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()): + direction = -direction + get_node("sprite").set_scale(Vector2(-direction, 1)) + + lv.x = direction*WALK_SPEED + + if(anim != new_anim): + anim = new_anim get_node("anim").play(anim) - + s.set_linear_velocity(lv) func _ready(): # Initalization here - rc_left=get_node("raycast_left") - rc_right=get_node("raycast_right") - - - + rc_left = get_node("raycast_left") + rc_right = get_node("raycast_right") diff --git a/demos/2d/platformer/moving_platform.gd b/demos/2d/platformer/moving_platform.gd index 719d9e460e..db75f6db6c 100644 --- a/demos/2d/platformer/moving_platform.gd +++ b/demos/2d/platformer/moving_platform.gd @@ -1,27 +1,21 @@ extends Node2D -# member variables here, example: -# var a=2 -# var b="textvar" - +# Member variables export var motion = Vector2() export var cycle = 1.0 -var accum=0.0 +var accum = 0.0 -func _fixed_process(delta): - accum += delta * (1.0/cycle) * PI * 2.0 - accum = fmod(accum,PI*2.0) +func _fixed_process(delta): + accum += delta*(1.0/cycle)*PI*2.0 + accum = fmod(accum, PI*2.0) var d = sin(accum) var xf = Matrix32() - xf[2]= motion * d + xf[2]= motion*d get_node("platform").set_transform(xf) - + func _ready(): # Initalization here set_fixed_process(true) - pass - - diff --git a/demos/2d/platformer/player.gd b/demos/2d/platformer/player.gd index 9ee189df21..3bf4f0f94c 100644 --- a/demos/2d/platformer/player.gd +++ b/demos/2d/platformer/player.gd @@ -1,3 +1,4 @@ + extends RigidBody2D # Character Demo, written by Juan Linietsky. @@ -24,42 +25,40 @@ extends RigidBody2D # -Friction cant be used, so floor velocity must be considered # for moving platforms. -var anim="" -var siding_left=false -var jumping=false -var stopping_jump=false -var shooting=false +# Member variables +var anim = "" +var siding_left = false +var jumping = false +var stopping_jump = false +var shooting = false var WALK_ACCEL = 800.0 -var WALK_DEACCEL= 800.0 -var WALK_MAX_VELOCITY= 200.0 +var WALK_DEACCEL = 800.0 +var WALK_MAX_VELOCITY = 200.0 var AIR_ACCEL = 200.0 -var AIR_DEACCEL= 200.0 -var JUMP_VELOCITY=460 -var STOP_JUMP_FORCE=900.0 +var AIR_DEACCEL = 200.0 +var JUMP_VELOCITY = 460 +var STOP_JUMP_FORCE = 900.0 var MAX_FLOOR_AIRBORNE_TIME = 0.15 -var airborne_time=1e20 -var shoot_time=1e20 +var airborne_time = 1e20 +var shoot_time = 1e20 var MAX_SHOOT_POSE_TIME = 0.3 var bullet = preload("res://bullet.xml") -var floor_h_velocity=0.0 +var floor_h_velocity = 0.0 var enemy -func _integrate_forces(s): - - +func _integrate_forces(s): var lv = s.get_linear_velocity() var step = s.get_step() - var new_anim=anim - var new_siding_left=siding_left - + var new_anim = anim + var new_siding_left = siding_left # Get the controls var move_left = Input.is_action_pressed("move_left") @@ -74,188 +73,161 @@ func _integrate_forces(s): p.y = p.y - 100 e.set_pos(p) get_parent().add_child(e) - - - #deapply prev floor velocity - lv.x-=floor_h_velocity - floor_h_velocity=0.0 + # Deapply prev floor velocity + lv.x -= floor_h_velocity + floor_h_velocity = 0.0 # Find the floor (a contact with upwards facing collision normal) - var found_floor=false - var floor_index=-1 + var found_floor = false + var floor_index = -1 for x in range(s.get_contact_count()): - var ci = s.get_contact_local_normal(x) - if (ci.dot(Vector2(0,-1))>0.6): - found_floor=true - floor_index=x + if (ci.dot(Vector2(0, -1)) > 0.6): + found_floor = true + floor_index = x # A good idea when impementing characters of all kinds, - # Compensates for physics imprecission, as well as human - # reaction delay. - + # compensates for physics imprecission, as well as human reaction delay. if (shoot and not shooting): - shoot_time=0 + shoot_time = 0 var bi = bullet.instance() var ss if (siding_left): - ss=-1.0 + ss = -1.0 else: - ss=1.0 - var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss,1.0) - + ss = 1.0 + var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss, 1.0) + bi.set_pos(pos) get_parent().add_child(bi) - - bi.set_linear_velocity( Vector2(800.0*ss,-80) ) - get_node("sprite/smoke").set_emitting(true) + + bi.set_linear_velocity(Vector2(800.0*ss, -80)) + get_node("sprite/smoke").set_emitting(true) get_node("sound").play("shoot") - PS2D.body_add_collision_exception(bi.get_rid(),get_rid()) # make bullet and this not collide - - + PS2D.body_add_collision_exception(bi.get_rid(), get_rid()) # Make bullet and this not collide else: - shoot_time+=step - + shoot_time += step if (found_floor): - airborne_time=0.0 + airborne_time = 0.0 else: - airborne_time+=step #time it spent in the air - + airborne_time += step # Time it spent in the air + var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME - # Process jump + # Process jump if (jumping): - if (lv.y>0): - #set off the jumping flag if going down - jumping=false + if (lv.y > 0): + # Set off the jumping flag if going down + jumping = false elif (not jump): - stopping_jump=true - - if (stopping_jump): - lv.y+=STOP_JUMP_FORCE*step + stopping_jump = true + if (stopping_jump): + lv.y += STOP_JUMP_FORCE*step + if (on_floor): - # Process logic when character is on floor - if (move_left and not move_right): if (lv.x > -WALK_MAX_VELOCITY): - lv.x-=WALK_ACCEL*step + lv.x -= WALK_ACCEL*step elif (move_right and not move_left): if (lv.x < WALK_MAX_VELOCITY): - lv.x+=WALK_ACCEL*step + lv.x += WALK_ACCEL*step else: var xv = abs(lv.x) - xv-=WALK_DEACCEL*step - if (xv<0): - xv=0 - lv.x=sign(lv.x)*xv - - #Check jump + xv -= WALK_DEACCEL*step + if (xv < 0): + xv = 0 + lv.x = sign(lv.x)*xv + + # Check jump if (not jumping and jump): - lv.y=-JUMP_VELOCITY - jumping=true - stopping_jump=false + lv.y = -JUMP_VELOCITY + jumping = true + stopping_jump = false get_node("sound").play("jump") - - #check siding + # Check siding if (lv.x < 0 and move_left): - new_siding_left=true + new_siding_left = true elif (lv.x > 0 and move_right): - new_siding_left=false + new_siding_left = false if (jumping): - new_anim="jumping" - elif (abs(lv.x)<0.1): - if (shoot_time<MAX_SHOOT_POSE_TIME): - new_anim="idle_weapon" + new_anim = "jumping" + elif (abs(lv.x) < 0.1): + if (shoot_time < MAX_SHOOT_POSE_TIME): + new_anim = "idle_weapon" else: - new_anim="idle" + new_anim = "idle" else: - if (shoot_time<MAX_SHOOT_POSE_TIME): - new_anim="run_weapon" + if (shoot_time < MAX_SHOOT_POSE_TIME): + new_anim = "run_weapon" else: - new_anim="run" + new_anim = "run" else: - # Process logic when the character is in the air - if (move_left and not move_right): if (lv.x > -WALK_MAX_VELOCITY): - lv.x-=AIR_ACCEL*step + lv.x -= AIR_ACCEL*step elif (move_right and not move_left): if (lv.x < WALK_MAX_VELOCITY): - lv.x+=AIR_ACCEL*step + lv.x += AIR_ACCEL*step else: var xv = abs(lv.x) - xv-=AIR_DEACCEL*step - if (xv<0): - xv=0 - lv.x=sign(lv.x)*xv - - if (lv.y<0): - if (shoot_time<MAX_SHOOT_POSE_TIME): - new_anim="jumping_weapon" + xv -= AIR_DEACCEL*step + if (xv < 0): + xv = 0 + lv.x = sign(lv.x)*xv + + if (lv.y < 0): + if (shoot_time < MAX_SHOOT_POSE_TIME): + new_anim = "jumping_weapon" else: - new_anim="jumping" + new_anim = "jumping" else: - if (shoot_time<MAX_SHOOT_POSE_TIME): - new_anim="falling_weapon" + if (shoot_time < MAX_SHOOT_POSE_TIME): + new_anim = "falling_weapon" else: - new_anim="falling" - - - #Update siding + new_anim = "falling" - if (new_siding_left!=siding_left): + # Update siding + if (new_siding_left != siding_left): if (new_siding_left): - get_node("sprite").set_scale( Vector2(-1,1) ) + get_node("sprite").set_scale(Vector2(-1, 1)) else: - get_node("sprite").set_scale( Vector2(1,1) ) - - siding_left=new_siding_left - - #Change animation - if (new_anim!=anim): - anim=new_anim - get_node("anim").play(anim) - - shooting=shoot - - # Apply floor velocity - if (found_floor): - floor_h_velocity=s.get_contact_collider_velocity_at_pos(floor_index).x - lv.x+=floor_h_velocity + get_node("sprite").set_scale(Vector2(1, 1)) + siding_left = new_siding_left - - - #Finally, apply gravity and set back the linear velocity - lv+=s.get_total_gravity()*step - s.set_linear_velocity(lv) - + # Change animation + if (new_anim != anim): + anim = new_anim + get_node("anim").play(anim) - + shooting = shoot + # Apply floor velocity + if (found_floor): + floor_h_velocity = s.get_contact_collider_velocity_at_pos(floor_index).x + lv.x += floor_h_velocity + # Finally, apply gravity and set back the linear velocity + lv += s.get_total_gravity()*step + s.set_linear_velocity(lv) func _ready(): # Initalization here - + enemy = ResourceLoader.load("res://enemy.xml") + # if !Globals.has_singleton("Facebook"): -# return +# return # var Facebook = Globals.get_singleton("Facebook") # var link = Globals.get("facebook/link") # var icon = Globals.get("facebook/icon") # var msg = "I just sneezed on your wall! Beat my score and Stop the Running nose!" # var title = "I just sneezed on your wall!" # Facebook.post("feed", msg, title, link, icon) - enemy = ResourceLoader.load("res://enemy.xml") - pass - - - diff --git a/demos/2d/polygon_path_finder/polygonpathfinder.gd b/demos/2d/polygon_path_finder/polygonpathfinder.gd index a0e71dd127..1e843043da 100644 --- a/demos/2d/polygon_path_finder/polygonpathfinder.gd +++ b/demos/2d/polygon_path_finder/polygonpathfinder.gd @@ -1,37 +1,38 @@ extends Spatial + func _ready(): var pf = PolygonPathFinder.new() var points = Vector2Array() var connections = IntArray() - # poly 1 - points.push_back(Vector2(0, 0)) #0 - points.push_back(Vector2(10, 0)) #1 - points.push_back(Vector2(10, 10)) #2 - points.push_back(Vector2(0, 10)) #3 - - connections.push_back(0) # connect vertex 0 ... + # Poly 1 + points.push_back(Vector2(0, 0)) # 0 + points.push_back(Vector2(10, 0)) # 1 + points.push_back(Vector2(10, 10)) # 2 + points.push_back(Vector2(0, 10)) # 3 + + connections.push_back(0) # Connect vertex 0... connections.push_back(1) # ... to 1 drawLine(points[0], points[1], get_node("/root/Spatial/Polys")) - connections.push_back(1) # connect vertex 1 ... + connections.push_back(1) # Connect vertex 1... connections.push_back(2) # ... to 2 drawLine(points[1], points[2], get_node("/root/Spatial/Polys")) - connections.push_back(2) # etc. + connections.push_back(2) # Etc. connections.push_back(3) drawLine(points[2], points[3], get_node("/root/Spatial/Polys")) - connections.push_back(3) # connect vertex 3 ... - connections.push_back(0) # back to vertex 0, to close the polygon + connections.push_back(3) # Connect vertex 3... + connections.push_back(0) # ... back to vertex 0, to close the polygon drawLine(points[3], points[0], get_node("/root/Spatial/Polys")) - - # poly 2, as obstacle inside poly 1 - points.push_back(Vector2(2, 0.5)) #4 - points.push_back(Vector2(4, 0.5)) #5 - points.push_back(Vector2(4, 9.5)) #6 - points.push_back(Vector2(2, 9.5)) #7 - + + # Poly 2, as obstacle inside poly 1 + points.push_back(Vector2(2, 0.5)) # 4 + points.push_back(Vector2(4, 0.5)) # 5 + points.push_back(Vector2(4, 9.5)) # 6 + points.push_back(Vector2(2, 9.5)) # 7 + connections.push_back(4) connections.push_back(5) drawLine(points[4], points[5], get_node("/root/Spatial/Polys")) @@ -44,24 +45,22 @@ func _ready(): connections.push_back(7) connections.push_back(4) drawLine(points[7], points[4], get_node("/root/Spatial/Polys")) - - print("points: ",points) - print("connections: ",connections) + print("points: ", points) + print("connections: ", connections) pf.setup(points, connections) var path = pf.find_path(Vector2(1, 5), Vector2(8, 5)) var lastStep = null - print("path: ",path) + print("path: ", path) for step in path: - print("step: ",step) + print("step: ", step) if (lastStep != null): var currPathSegment = Vector2Array() drawLine(lastStep, step, get_node("/root/Spatial/Path")) lastStep = step - func drawLine(pointA, pointB, immediateGeo): @@ -76,5 +75,3 @@ func drawLine(pointA, pointB, immediateGeo): im.add_vertex(Vector3(pointA.x, drawPosY, pointA.y)) im.add_vertex(Vector3(pointB.x, drawPosY, pointB.y)) im.end() - - diff --git a/demos/2d/pong/pong.gd b/demos/2d/pong/pong.gd index cf6003c659..b31e3c3d71 100644 --- a/demos/2d/pong/pong.gd +++ b/demos/2d/pong/pong.gd @@ -1,73 +1,68 @@ extends Node2D -#member variables here, example: -#var a=2 -#var b="textvar" +# Member variables const INITIAL_BALL_SPEED = 80 var ball_speed = INITIAL_BALL_SPEED -var screen_size = Vector2(640,400) -#default ball direction -var direction = Vector2(-1,0) -var pad_size = Vector2(8,32) +var screen_size = Vector2(640, 400) + +# Default ball direction +var direction = Vector2(-1, 0) +var pad_size = Vector2(8, 32) const PAD_SPEED = 150 func _process(delta): - - - #get ball position and pad rectangles + # Get ball position and pad rectangles var ball_pos = get_node("ball").get_pos() - var left_rect = Rect2( get_node("left").get_pos() - pad_size*0.5, pad_size ) - var right_rect = Rect2( get_node("right").get_pos() - pad_size*0.5, pad_size ) + var left_rect = Rect2(get_node("left").get_pos() - pad_size*0.5, pad_size) + var right_rect = Rect2(get_node("right").get_pos() - pad_size*0.5, pad_size) - #integrate new ball postion - ball_pos+=direction*ball_speed*delta + # Integrate new ball postion + ball_pos += direction*ball_speed*delta - #flip when touching roof or floor - if ( (ball_pos.y<0 and direction.y <0) or (ball_pos.y>screen_size.y and direction.y>0)): + # Flip when touching roof or floor + if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)): direction.y = -direction.y - - #flip, change direction and increase speed when touching pads - if ( (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)): - direction.x=-direction.x - ball_speed*=1.1 - direction.y=randf()*2.0-1 + + # Flip, change direction and increase speed when touching pads + if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)): + direction.x = -direction.x + ball_speed *= 1.1 + direction.y = randf()*2.0 - 1 direction = direction.normalized() - - #check gameover - if (ball_pos.x<0 or ball_pos.x>screen_size.x): - ball_pos=screen_size*0.5 - ball_speed=INITIAL_BALL_SPEED - direction=Vector2(-1,0) - - + + # Check gameover + if (ball_pos.x < 0 or ball_pos.x > screen_size.x): + ball_pos = screen_size*0.5 + ball_speed = INITIAL_BALL_SPEED + direction = Vector2(-1, 0) + get_node("ball").set_pos(ball_pos) - - #move left pad + + # Move left pad var left_pos = get_node("left").get_pos() if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")): - left_pos.y+=-PAD_SPEED*delta + left_pos.y += -PAD_SPEED*delta if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")): - left_pos.y+=PAD_SPEED*delta - + left_pos.y += PAD_SPEED*delta + get_node("left").set_pos(left_pos) - - #move right pad + + # Move right pad var right_pos = get_node("right").get_pos() if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")): - right_pos.y+=-PAD_SPEED*delta + right_pos.y += -PAD_SPEED*delta if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")): - right_pos.y+=PAD_SPEED*delta - - get_node("right").set_pos(right_pos) + right_pos.y += PAD_SPEED*delta - + get_node("right").set_pos(right_pos) + func _ready(): - screen_size = get_viewport_rect().size #get actual size + # Initalization here + screen_size = get_viewport_rect().size # Get actual size pad_size = get_node("left").get_texture().get_size() set_process(true) - diff --git a/demos/2d/screen_space_shaders/screen_shaders.gd b/demos/2d/screen_space_shaders/screen_shaders.gd index 4e8a548539..e2fb50048f 100644 --- a/demos/2d/screen_space_shaders/screen_shaders.gd +++ b/demos/2d/screen_space_shaders/screen_shaders.gd @@ -1,32 +1,26 @@ extends Control -# member variables here, example: -# var a=2 -# var b="textvar" func _ready(): # Initialization here for c in get_node("pictures").get_children(): - get_node("picture").add_item("PIC: "+c.get_name()) + get_node("picture").add_item("PIC: " + c.get_name()) for c in get_node("effects").get_children(): - get_node("effect").add_item("FX: "+c.get_name()) - pass + get_node("effect").add_item("FX: " + c.get_name()) - - -func _on_picture_item_selected( ID ): +func _on_picture_item_selected(ID): for c in range(get_node("pictures").get_child_count()): - if (ID==c): + if (ID == c): get_node("pictures").get_child(c).show() else: get_node("pictures").get_child(c).hide() -func _on_effect_item_selected( ID ): +func _on_effect_item_selected(ID): for c in range(get_node("effects").get_child_count()): - if (ID==c): + if (ID == c): get_node("effects").get_child(c).show() else: get_node("effects").get_child(c).hide() diff --git a/demos/2d/shower_of_bullets/bullets.gd b/demos/2d/shower_of_bullets/bullets.gd index 79f4faaae6..b62c796f32 100644 --- a/demos/2d/shower_of_bullets/bullets.gd +++ b/demos/2d/shower_of_bullets/bullets.gd @@ -4,73 +4,69 @@ extends Node2D # This demo is an example of controling a high number of 2D objects with logic and collision without using scene nodes. # This technique is a lot more efficient than using instancing and nodes, but requires more programming and is less visual +# Member variables const BULLET_COUNT = 500 const SPEED_MIN = 20 const SPEED_MAX = 50 -var bullets=[] +var bullets = [] var shape + +# Inner classes class Bullet: var pos = Vector2() var speed = 1.0 var body = RID() - -func _draw(): +func _draw(): var t = preload("res://bullet.png") var tofs = -t.get_size()*0.5 for b in bullets: - draw_texture(t,b.pos+tofs) - - + draw_texture(t, b.pos + tofs) + + func _process(delta): var width = get_viewport_rect().size.x*2.0 var mat = Matrix32() for b in bullets: - b.pos.x-=b.speed*delta + b.pos.x -= b.speed*delta if (b.pos.x < -30): - b.pos.x+=width - mat.o=b.pos - - Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat) + b.pos.x += width + mat.o = b.pos + Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat) + update() - - -func _ready(): - shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE) - Physics2DServer.shape_set_data(shape,8) #radius +func _ready(): + # Initialization here + shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE) + Physics2DServer.shape_set_data(shape, 8) # Radius + for i in range(BULLET_COUNT): var b = Bullet.new() - b.speed=rand_range(SPEED_MIN,SPEED_MAX) + b.speed = rand_range(SPEED_MIN, SPEED_MAX) b.body = Physics2DServer.body_create(Physics2DServer.BODY_MODE_KINEMATIC) - Physics2DServer.body_set_space(b.body,get_world_2d().get_space()) - Physics2DServer.body_add_shape(b.body,shape) + Physics2DServer.body_set_space(b.body, get_world_2d().get_space()) + Physics2DServer.body_add_shape(b.body, shape) - b.pos = Vector2( get_viewport_rect().size * Vector2(randf()*2.0,randf()) ) #twice as long - b.pos.x += get_viewport_rect().size.x # start outside + b.pos = Vector2(get_viewport_rect().size * Vector2(randf()*2.0, randf())) # Twice as long + b.pos.x += get_viewport_rect().size.x # Start outside var mat = Matrix32() - mat.o=b.pos - Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat) + mat.o = b.pos + Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat) bullets.append(b) - - - set_process(true) - + set_process(true) + + func _exit_tree(): for b in bullets: Physics2DServer.free_rid(b.body) Physics2DServer.free_rid(shape) - # Initalization here bullets.clear() - - pass - - diff --git a/demos/2d/shower_of_bullets/shower.gd b/demos/2d/shower_of_bullets/shower.gd index bba8431764..0f87c60bcd 100644 --- a/demos/2d/shower_of_bullets/shower.gd +++ b/demos/2d/shower_of_bullets/shower.gd @@ -1,32 +1,26 @@ extends Node2D -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables +var touching = 0 -var touching=0 +func _input(event): + if (event.type == InputEvent.MOUSE_MOTION): + get_node("player").set_pos(event.pos - Vector2(0, 16)) -func _input(ev): - if (ev.type==InputEvent.MOUSE_MOTION): - get_node("player").set_pos(ev.pos-Vector2(0,16)) - - -func _on_player_body_enter_shape( body_id, body, body_shape, area_shape ): - - touching+=1 - if (touching==1): +func _on_player_body_enter_shape(body_id, body, body_shape, area_shape): + touching += 1 + if (touching == 1): get_node("player/sprite").set_frame(1) -func _on_player_body_exit_shape( body_id, body, body_shape, area_shape ): - - touching-=1 - if (touching==0): +func _on_player_body_exit_shape(body_id, body, body_shape, area_shape): + touching -= 1 + if (touching == 0): get_node("player/sprite").set_frame(0) func _ready(): + # Initialization here set_process_input(true) - pass diff --git a/demos/2d/space_shooter/asteroid.gd b/demos/2d/space_shooter/asteroid.gd index f21b9777bb..0a54e4e780 100644 --- a/demos/2d/space_shooter/asteroid.gd +++ b/demos/2d/space_shooter/asteroid.gd @@ -1,49 +1,44 @@ extends Area2D -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables +const SPEED = -200 +const Y_RANDOM = 10 -const SPEED=-200 -const Y_RANDOM=10 +var points = 1 +var speed_y = 0.0 +var destroyed = false -var points=1 - - -var speed_y=0.0 func _process(delta): + translate(Vector2(SPEED, speed_y)*delta) - translate( Vector2(SPEED,speed_y) * delta ) func _ready(): # Initialization here - speed_y=rand_range(-Y_RANDOM,Y_RANDOM) - pass + speed_y = rand_range(-Y_RANDOM, Y_RANDOM) -var destroyed=false func destroy(): if (destroyed): - return - destroyed=true + return + destroyed = true get_node("anim").play("explode") set_process(false) get_node("sfx").play("sound_explode") - #accum points - get_node("/root/game_state").points+=1 - + # Accumulate points + get_node("/root/game_state").points += 1 + + func is_enemy(): - return not destroyed - + return not destroyed + func _on_visibility_enter_screen(): set_process(true) - #make it spin! + # Make it spin! get_node("anim").play("spin") - + func _on_visibility_exit_screen(): queue_free() - pass # replace with function body diff --git a/demos/2d/space_shooter/enemy1.gd b/demos/2d/space_shooter/enemy1.gd index 051798742a..204995c05d 100644 --- a/demos/2d/space_shooter/enemy1.gd +++ b/demos/2d/space_shooter/enemy1.gd @@ -1,17 +1,15 @@ extends Area2D -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables +const SPEED = -200 + +var destroyed=false -const SPEED=-200 func _process(delta): - get_parent().translate(Vector2(SPEED*delta,0)) + get_parent().translate(Vector2(SPEED*delta, 0)) - -var destroyed=false func is_enemy(): return not destroyed @@ -19,19 +17,20 @@ func is_enemy(): func destroy(): if (destroyed): - return - destroyed=true + return + destroyed = true get_node("anim").play("explode") - set_process(false) + set_process(false) get_node("sfx").play("sound_explode") - #accum points - get_node("/root/game_state").points+=5 + # Accumulate points + get_node("/root/game_state").points += 5 + func _on_visibility_enter_screen(): set_process(true) - get_node("anim").play("zigzag") - get_node("anim").seek(randf()*2.0) #make it start from any pos + get_node("anim").play("zigzag") + get_node("anim").seek(randf()*2.0) # Make it start from any pos + func _on_visibility_exit_screen(): queue_free() - diff --git a/demos/2d/space_shooter/enemy2.gd b/demos/2d/space_shooter/enemy2.gd index 4f632a053d..ca35f45faa 100644 --- a/demos/2d/space_shooter/enemy2.gd +++ b/demos/2d/space_shooter/enemy2.gd @@ -1,56 +1,52 @@ extends Area2D -# member variables here, example: -# var a=2 -# var b="textvar" -const SPEED=-220 -const SHOOT_INTERVAL=1 -var shoot_timeout=0 +# Member variables +const SPEED = -220 +const SHOOT_INTERVAL = 1 + +var shoot_timeout = 0 +var destroyed=false + func _process(delta): - translate( Vector2(SPEED*delta,0) ) - shoot_timeout-=delta - - if (shoot_timeout<0): + translate(Vector2(SPEED*delta, 0)) + shoot_timeout -= delta - shoot_timeout=SHOOT_INTERVAL + if (shoot_timeout < 0): + shoot_timeout = SHOOT_INTERVAL - #instance a shot + # Instance a shot var shot = preload("res://enemy_shot.scn").instance() - #set pos as "shoot_from" Position2D node - shot.set_pos( get_node("shoot_from").get_global_pos() ) - #add it to parent, so it has world coordinates + # Set pos as "shoot_from" Position2D node + shot.set_pos(get_node("shoot_from").get_global_pos()) + # Add it to parent, so it has world coordinates get_parent().add_child(shot) - -var destroyed=false + func is_enemy(): return not destroyed + func destroy(): if (destroyed): - return - destroyed=true + return + destroyed = true get_node("anim").play("explode") - set_process(false) + set_process(false) get_node("sfx").play("sound_explode") - #accum points - get_node("/root/game_state").points+=10 + # Accumulate points + get_node("/root/game_state").points += 10 + func _ready(): - set_fixed_process(true) # Initialization here - pass - - + set_fixed_process(true) func _on_visibility_enter_screen(): set_process(true) - pass # replace with function body func _on_visibility_exit_screen(): queue_free() - pass # replace with function body diff --git a/demos/2d/space_shooter/enemy_shot.gd b/demos/2d/space_shooter/enemy_shot.gd index 238d24e4a2..8a27a4ca22 100644 --- a/demos/2d/space_shooter/enemy_shot.gd +++ b/demos/2d/space_shooter/enemy_shot.gd @@ -1,32 +1,32 @@ extends Area2D -# member variables here, example: -# var a=2 -# var b="textvar" - +# Member variables const SPEED = -800 +var hit = false + + func _process(delta): - translate(Vector2(delta*SPEED,0)) + translate(Vector2(delta*SPEED, 0)) + func _ready(): # Initialization here set_process(true) -var hit=false - func is_enemy(): return true + func _hit_something(): if (hit): return - hit=true + hit = true set_process(false) get_node("anim").play("splash") + func _on_visibility_exit_screen(): queue_free() - diff --git a/demos/2d/space_shooter/game_state.gd b/demos/2d/space_shooter/game_state.gd index f66d0fa8fa..0aa5e1f42b 100644 --- a/demos/2d/space_shooter/game_state.gd +++ b/demos/2d/space_shooter/game_state.gd @@ -1,24 +1,22 @@ -extends Node +extends Node +# Member variables var points = 0 var max_points = 0 func _ready(): var f = File.new() - #load high score - - if (f.open("user://highscore",File.READ)==OK): - - max_points=f.get_var() + # Load high score + if (f.open("user://highscore", File.READ) == OK): + max_points = f.get_var() func game_over(): - if (points>max_points): - max_points=points - #save high score + if (points > max_points): + max_points = points + # Save high score var f = File.new() - f.open("user://highscore",File.WRITE) + f.open("user://highscore", File.WRITE) f.store_var(max_points) -
\ No newline at end of file diff --git a/demos/2d/space_shooter/main_menu.gd b/demos/2d/space_shooter/main_menu.gd index 52221aba1b..8b3162389e 100644 --- a/demos/2d/space_shooter/main_menu.gd +++ b/demos/2d/space_shooter/main_menu.gd @@ -1,20 +1,12 @@ extends Control -# member variables here, example: -# var a=2 -# var b="textvar" func _ready(): - - get_node("score").set_text( "HIGH SCORE: "+str( get_node("/root/game_state").max_points ) ) # Initialization here - pass - - + get_node("score").set_text("HIGH SCORE: " + str(get_node("/root/game_state").max_points)) func _on_play_pressed(): - get_node("/root/game_state").points=0 + get_node("/root/game_state").points = 0 get_tree().change_scene("res://level.scn") - pass # replace with function body diff --git a/demos/2d/space_shooter/rail.gd b/demos/2d/space_shooter/rail.gd index 22ebd02670..b00684a98f 100644 --- a/demos/2d/space_shooter/rail.gd +++ b/demos/2d/space_shooter/rail.gd @@ -1,25 +1,20 @@ extends Node2D +# Member variables +const SPEED = 200 +var offset = 0 -const SPEED=200 -# member variables here, example: -# var a=2 -# var b="textvar" func stop(): set_process(false) -var offset=0 - func _process(delta): - offset+=delta*SPEED - set_pos(Vector2(offset,0)) + offset += delta*SPEED + set_pos(Vector2(offset, 0)) + func _ready(): - set_process(true) # Initialization here - - - + set_process(true) diff --git a/demos/2d/space_shooter/ship.gd b/demos/2d/space_shooter/ship.gd index fa444868a4..b9020d6fe1 100644 --- a/demos/2d/space_shooter/ship.gd +++ b/demos/2d/space_shooter/ship.gd @@ -1,71 +1,66 @@ extends Area2D -# member variables here, example: -# var a=2 -# var b="textvar" - +# Member variables const SPEED = 200 var screen_size +var prev_shooting = false +var killed = false -var prev_shooting=false func _process(delta): - var motion = Vector2() if Input.is_action_pressed("move_up"): - motion+=Vector2(0,-1) + motion += Vector2(0, -1) if Input.is_action_pressed("move_down"): - motion+=Vector2(0,1) + motion += Vector2(0, 1) if Input.is_action_pressed("move_left"): - motion+=Vector2(-1,0) + motion += Vector2(-1, 0) if Input.is_action_pressed("move_right"): - motion+=Vector2(1,0) + motion += Vector2(1, 0) var shooting = Input.is_action_pressed("shoot") - + var pos = get_pos() - pos+=motion*delta*SPEED - if (pos.x<0): - pos.x=0 - if (pos.x>screen_size.x): - pos.x=screen_size.x - if (pos.y<0): - pos.y=0 - if (pos.y>screen_size.y): - pos.y=screen_size.y - + pos += motion*delta*SPEED + if (pos.x < 0): + pos.x = 0 + if (pos.x > screen_size.x): + pos.x = screen_size.x + if (pos.y < 0): + pos.y = 0 + if (pos.y > screen_size.y): + pos.y = screen_size.y + set_pos(pos) if (shooting and not prev_shooting): - # just pressed + # Just pressed var shot = preload("res://shot.scn").instance() - #use the position3d as reference - shot.set_pos( get_node("shootfrom").get_global_pos() ) - #put it two parents above, so it is not moved by us + # Use the Position2D as reference + shot.set_pos(get_node("shootfrom").get_global_pos()) + # Put it two parents above, so it is not moved by us get_node("../..").add_child(shot) - #play sound + # Play sound get_node("sfx").play("shoot") - prev_shooting = shooting + + # Update points counter + get_node("../hud/score_points").set_text(str(get_node("/root/game_state").points)) - #update points counter - get_node("../hud/score_points").set_text( str(get_node("/root/game_state").points) ) func _ready(): # Initialization here screen_size = get_viewport().get_rect().size set_process(true) - pass -var killed=false func _hit_something(): if (killed): return - killed=true + killed = true get_node("anim").play("explode") get_node("sfx").play("sound_explode") get_node("../hud/game_over").show() @@ -74,15 +69,14 @@ func _hit_something(): set_process(false) -func _on_ship_body_enter( body ): +func _on_ship_body_enter(body): _hit_something() -func _on_ship_area_enter( area ): +func _on_ship_area_enter(area): if (area.has_method("is_enemy") and area.is_enemy()): _hit_something() func _on_back_to_menu_pressed(): get_tree().change_scene("res://main_menu.scn") - pass # replace with function body diff --git a/demos/2d/space_shooter/shot.gd b/demos/2d/space_shooter/shot.gd index 28b67bd26d..31b5b24367 100644 --- a/demos/2d/space_shooter/shot.gd +++ b/demos/2d/space_shooter/shot.gd @@ -1,48 +1,41 @@ extends Area2D -# member variables here, example: -# var a=2 -# var b="textvar" - +# Member variables const SPEED = 800 +var hit = false + + func _process(delta): - translate(Vector2(delta*SPEED,0)) + translate(Vector2(delta*SPEED, 0)) + func _ready(): # Initialization here set_process(true) - pass -var hit=false func _hit_something(): if (hit): return - hit=true + hit = true set_process(false) get_node("anim").play("splash") + func _on_visibility_exit_screen(): queue_free() - pass # replace with function body - -func _on_shot_area_enter( area ): - #hit an enemy or asteroid +func _on_shot_area_enter(area): + # Hit an enemy or asteroid if (area.has_method("destroy")): - #duck typing at it's best + # Duck typing at it's best area.destroy() _hit_something() - - - pass -func _on_shot_body_enter( body ): - #hit the tilemap +func _on_shot_body_enter(body): + # Hit the tilemap _hit_something() - pass # replace with function body - diff --git a/demos/2d/tetris/grid.gd b/demos/2d/tetris/grid.gd index 8708d168e4..73607d7cf6 100644 --- a/demos/2d/tetris/grid.gd +++ b/demos/2d/tetris/grid.gd @@ -1,82 +1,76 @@ - extends Control # Simple Tetris-like demo, (c) 2012 Juan Linietsky # Implemented by using a regular Control and drawing on it during the _draw() callback. # The drawing surface is updated only when changes happen (by calling update()) - +# Member variables var score = 0 -var score_label=null +var score_label = null const MAX_SHAPES = 7 var block = preload("block.png") -var block_colors=[ - Color(1,0.5,0.5), - Color(0.5,1,0.5), - Color(0.5,0.5,1), - Color(0.8,0.4,0.8), - Color(0.8,0.8,0.4), - Color(0.4,0.8,0.8), - Color(0.7,0.7,0.7)] - -var block_shapes=[ - [ Vector2(0,-1),Vector2(0,0),Vector2(0,1),Vector2(0,2) ], # I - [ Vector2(0,0),Vector2(1,0),Vector2(1,1),Vector2(0,1) ], # O - [ Vector2(-1,1),Vector2(0,1),Vector2(0,0),Vector2(1,0) ], # S - [ Vector2(1,1),Vector2(0,1),Vector2(0,0),Vector2(-1,0) ], # Z - [ Vector2(-1,1),Vector2(-1,0),Vector2(0,0),Vector2(1,0) ], # L - [ Vector2(1,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ], # J - [ Vector2(0,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ]] # T - +var block_colors = [ + Color(1, 0.5, 0.5), + Color(0.5, 1, 0.5), + Color(0.5, 0.5, 1), + Color(0.8, 0.4, 0.8), + Color(0.8, 0.8, 0.4), + Color(0.4, 0.8, 0.8), + Color(0.7, 0.7, 0.7)] -var block_rotations=[ - Matrix32( Vector2(1,0),Vector2(0,1), Vector2() ), - Matrix32( Vector2(0,1),Vector2(-1,0), Vector2() ), - Matrix32( Vector2(-1,0),Vector2(0,-1), Vector2() ), - Matrix32( Vector2(0,-1),Vector2(1,0), Vector2() ) -] - +var block_shapes = [ + [ Vector2(0, -1), Vector2(0, 0), Vector2(0, 1), Vector2(0, 2) ], # I + [ Vector2(0, 0), Vector2(1, 0), Vector2(1, 1), Vector2(0, 1) ], # O + [ Vector2(-1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(1, 0) ], # S + [ Vector2(1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(-1, 0) ], # Z + [ Vector2(-1, 1), Vector2(-1, 0), Vector2(0, 0), Vector2(1, 0) ], # L + [ Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ], # J + [ Vector2(0, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ]] # T -var width=0 -var height=0 +var block_rotations = [ + Matrix32(Vector2(1, 0), Vector2(0, 1), Vector2()), + Matrix32(Vector2(0, 1), Vector2(-1, 0), Vector2()), + Matrix32(Vector2(-1, 0), Vector2(0, -1), Vector2()), + Matrix32(Vector2(0, -1), Vector2(1, 0), Vector2())] -var cells={} +var width = 0 +var height = 0 -var piece_active=false -var piece_shape=0 -var piece_pos=Vector2() -var piece_rot=0 +var cells = {} +var piece_active = false +var piece_shape = 0 +var piece_pos = Vector2() +var piece_rot = 0 -func piece_cell_xform(p,er=0): - var r = (4+er+piece_rot)%4 - return piece_pos+block_rotations[r].xform(p) -func _draw(): +func piece_cell_xform(p, er = 0): + var r = (4 + er + piece_rot) % 4 + return piece_pos + block_rotations[r].xform(p) + - var sb = get_stylebox("bg","Tree") # use line edit bg - draw_style_box(sb,Rect2(Vector2(),get_size()).grow(3)) +func _draw(): + var sb = get_stylebox("bg", "Tree") # Use line edit bg + draw_style_box(sb, Rect2(Vector2(), get_size()).grow(3)) var bs = block.get_size() for y in range(height): for x in range(width): - if (Vector2(x,y) in cells): - draw_texture_rect(block,Rect2(Vector2(x,y)*bs,bs),false,block_colors[cells[Vector2(x,y)]]) - + if (Vector2(x, y) in cells): + draw_texture_rect(block, Rect2(Vector2(x, y)*bs, bs), false, block_colors[cells[Vector2(x, y)]]) + if (piece_active): - for c in block_shapes[piece_shape]: - draw_texture_rect(block,Rect2(piece_cell_xform(c)*bs,bs),false,block_colors[piece_shape]) - + draw_texture_rect(block, Rect2(piece_cell_xform(c)*bs, bs), false, block_colors[piece_shape]) -func piece_check_fit(ofs,er=0): +func piece_check_fit(ofs, er = 0): for c in block_shapes[piece_shape]: - var pos = piece_cell_xform(c,er)+ofs + var pos = piece_cell_xform(c, er) + ofs if (pos.x < 0): return false if (pos.y < 0): @@ -88,130 +82,114 @@ func piece_check_fit(ofs,er=0): if (pos in cells): return false - return true + return true -func new_piece(): - piece_shape = randi() % MAX_SHAPES - piece_pos = Vector2(width/2,0) - piece_active=true - piece_rot=0 - if (piece_shape==0): - piece_pos.y+=1 - +func new_piece(): + piece_shape = randi() % MAX_SHAPES + piece_pos = Vector2(width/2, 0) + piece_active = true + piece_rot = 0 + if (piece_shape == 0): + piece_pos.y += 1 + if (not piece_check_fit(Vector2())): - #game over - #print("GAME OVER!") + # Game over game_over() - - update() - + update() + + func test_collapse_rows(): - var accum_down=0 + var accum_down = 0 for i in range(height): var y = height - i - 1 var collapse = true for x in range(width): - if (Vector2(x,y) in cells): + if (Vector2(x, y) in cells): if (accum_down): - cells[ Vector2(x,y+accum_down) ] = cells[Vector2(x,y)] + cells[Vector2(x, y + accum_down)] = cells[Vector2(x, y)] else: - collapse=false + collapse = false if (accum_down): - cells.erase( Vector2(x,y+accum_down) ) - - if (collapse): - accum_down+=1 + cells.erase(Vector2(x, y + accum_down)) - - score+=accum_down*100 + if (collapse): + accum_down += 1 + + score += accum_down*100 score_label.set_text(str(score)) - - + + func game_over(): + piece_active = false + get_node("gameover").set_text("Game over!") + update() + - piece_active=false - get_node("gameover").set_text("Game Over") - update() - - func restart_pressed(): + score = 0 + score_label.set_text("0") + cells.clear() + get_node("gameover").set_text("") + piece_active = true + get_node("../restart").release_focus() + update() - score=0 - score_label.set_text("0") - cells.clear() - get_node("gameover").set_text("") - piece_active=true - get_node("../restart").release_focus() - update() - - func piece_move_down(): - if (!piece_active): return - if (piece_check_fit(Vector2(0,1))): - piece_pos.y+=1 - update() + if (piece_check_fit(Vector2(0, 1))): + piece_pos.y += 1 + update() else: - for c in block_shapes[piece_shape]: var pos = piece_cell_xform(c) - cells[pos]=piece_shape + cells[pos] = piece_shape test_collapse_rows() new_piece() - -func piece_rotate(): +func piece_rotate(): var adv = 1 - if (not piece_check_fit(Vector2(),1)): + if (not piece_check_fit(Vector2(), 1)): return piece_rot = (piece_rot + adv) % 4 update() - - - -func _input(ie): +func _input(ie): if (not piece_active): return if (!ie.is_pressed()): return if (ie.is_action("move_left")): - if (piece_check_fit(Vector2(-1,0))): - piece_pos.x-=1 + if (piece_check_fit(Vector2(-1, 0))): + piece_pos.x -= 1 update() elif (ie.is_action("move_right")): - if (piece_check_fit(Vector2(1,0))): - piece_pos.x+=1 + if (piece_check_fit(Vector2(1, 0))): + piece_pos.x += 1 update() elif (ie.is_action("move_down")): piece_move_down() elif (ie.is_action("rotate")): piece_rotate() - - -func setup(w,h): - width=w - height=h - set_size( Vector2(w,h)*block.get_size() ) + + +func setup(w, h): + width = w + height = h + set_size(Vector2(w, h)*block.get_size()) new_piece() get_node("timer").start() - + func _ready(): # Initalization here - - setup(10,20) + setup(10, 20) score_label = get_node("../score") - + set_process_input(true) - - - - diff --git a/demos/2d/texscreen/bubbles.gd b/demos/2d/texscreen/bubbles.gd index 2ee227a928..38877679d8 100644 --- a/demos/2d/texscreen/bubbles.gd +++ b/demos/2d/texscreen/bubbles.gd @@ -1,17 +1,12 @@ extends Control -# member variables here, example: -# var a=2 -# var b="textvar" +# Member variables +const MAX_BUBBLES = 10 -const MAX_BUBBLES=10 func _ready(): # Initialization here for i in range(MAX_BUBBLES): var bubble = preload("res://lens.scn").instance() add_child(bubble) - pass - - diff --git a/demos/2d/texscreen/lens.gd b/demos/2d/texscreen/lens.gd index 2ccbfba497..d1007553b0 100644 --- a/demos/2d/texscreen/lens.gd +++ b/demos/2d/texscreen/lens.gd @@ -1,37 +1,32 @@ extends BackBufferCopy -# member variables here, example: -# var a=2 -# var b="textvar" -const MOTION_SPEED=150 +# Member variables +const MOTION_SPEED = 150 + +var vsize +var dir -var vsize; -var dir; func _process(delta): - var pos = get_pos() + dir * delta * MOTION_SPEED + var pos = get_pos() + dir*delta*MOTION_SPEED + + if (pos.x < 0): + dir.x = abs(dir.x) + elif (pos.x > vsize.x): + dir.x = -abs(dir.x) + + if (pos.y < 0): + dir.y = abs(dir.y) + elif (pos.y > vsize.y): + dir.y = -abs(dir.y) - if (pos.x<0): - dir.x=abs(dir.x) - elif (pos.x>vsize.x): - dir.x=-abs(dir.x) - - if (pos.y<0): - dir.y=abs(dir.y) - elif (pos.y>vsize.y): - dir.y=-abs(dir.y) - set_pos(pos) + func _ready(): vsize = get_viewport_rect().size - var pos = vsize * Vector2(randf(),randf()); - set_pos(pos); - dir = Vector2(randf()*2.0-1,randf()*2.0-1).normalized() + var pos = vsize*Vector2(randf(), randf()) + set_pos(pos) + dir = Vector2(randf()*2.0 - 1, randf()*2.0 - 1).normalized() set_process(true) - - # Initialization here - pass - - |