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authorRémi Verschelde <rverschelde@gmail.com>2015-11-21 16:13:43 +0100
committerRémi Verschelde <rverschelde@gmail.com>2015-12-09 08:39:12 +0100
commit7589b2bf605b58fbb0e34dec8ae833708e9b54ea (patch)
tree6c6b6515be9d121127f738a586fd95299ca7018a /demos/2d/isometric_light
parent323dde7f3164477b3d51fda8352d8b37a19f7f9d (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
Diffstat (limited to 'demos/2d/isometric_light')
-rw-r--r--demos/2d/isometric_light/cubio.gd116
-rw-r--r--demos/2d/isometric_light/map.gd15
-rw-r--r--demos/2d/isometric_light/shoot.gd19
3 files changed, 62 insertions, 88 deletions
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
-
-