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 /demos/2d/space_shooter | |
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
Diffstat (limited to 'demos/2d/space_shooter')
-rw-r--r-- | demos/2d/space_shooter/asteroid.gd | 41 | ||||
-rw-r--r-- | demos/2d/space_shooter/enemy1.gd | 29 | ||||
-rw-r--r-- | demos/2d/space_shooter/enemy2.gd | 52 | ||||
-rw-r--r-- | demos/2d/space_shooter/enemy_shot.gd | 18 | ||||
-rw-r--r-- | demos/2d/space_shooter/game_state.gd | 20 | ||||
-rw-r--r-- | demos/2d/space_shooter/main_menu.gd | 12 | ||||
-rw-r--r-- | demos/2d/space_shooter/rail.gd | 19 | ||||
-rw-r--r-- | demos/2d/space_shooter/ship.gd | 64 | ||||
-rw-r--r-- | demos/2d/space_shooter/shot.gd | 33 |
9 files changed, 125 insertions, 163 deletions
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 - |