Improve style in many demos (#1263)

This commit is contained in:
Aaron Franke
2025-10-11 05:03:59 -07:00
committed by GitHub
parent 0ae09b7e5a
commit 520b4a7870
197 changed files with 904 additions and 766 deletions

View File

@@ -3,17 +3,17 @@ extends Node2D
signal wait_done()
@export var _enable_debug_collision := true
@export var _enable_debug_collision: bool = true
var _timer: Timer
var _timer_started := false
var _timer_started: bool = false
var _wait_physics_ticks_counter := 0
var _wait_physics_ticks_counter: int = 0
class Circle2D:
extends Node2D
var center := Vector2()
var radius := 0.0
var radius: float = 0.0
var color := Color()
func _draw() -> void:

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@@ -1,6 +1,6 @@
extends Node
var _tests := [
var _tests: Array[Dictionary] = [
{
"id": "Functional Tests/Shapes",
"path": "res://tests/functional/test_shapes.tscn",
@@ -58,5 +58,5 @@ var _tests := [
func _ready() -> void:
var test_menu: OptionMenu = $TestsMenu
for test: Variant in _tests:
for test: Dictionary in _tests:
test_menu.add_test(test.id, test.path)

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@@ -1,6 +1,7 @@
class_name TestCharacter
extends Test
enum BodyType {
CHARACTER_BODY,
CHARACTER_BODY_RAY,
@@ -20,19 +21,19 @@ const OPTION_MOVE_CHARACTER_CONSTANT_SPEED = "Move Options/Use constant speed (C
@export var _initial_velocity := Vector2.ZERO
@export var _constant_velocity := Vector2.ZERO
@export var _motion_speed := 400.0
@export var _gravity_force := 50.0
@export var _jump_force := 1000.0
@export var _snap_distance := 0.0
@export var _floor_max_angle := 45.0
@export var _motion_speed: float = 400.0
@export var _gravity_force: float = 50.0
@export var _jump_force: float = 1000.0
@export var _snap_distance: float = 0.0
@export var _floor_max_angle: float = 45.0
@export var _body_type := BodyType.CHARACTER_BODY
@onready var options: OptionMenu = $Options
var _use_snap := true
var _use_stop_on_slope := true
var _use_floor_only := true
var _use_constant_speed := false
var _use_snap: bool = true
var _use_stop_on_slope: bool = true
var _use_floor_only: bool = true
var _use_constant_speed: bool = false
var _body_parent: Node = null
var _character_body_template: CharacterBody2D = null
@@ -99,8 +100,8 @@ func _process(_delta: float) -> void:
label_floor.visible = false
func _input(event: InputEvent) -> void:
var key_event := event as InputEventKey
func _input(input_event: InputEvent) -> void:
var key_event := input_event as InputEventKey
if key_event and not key_event.pressed:
if key_event.keycode == KEY_1:
if _character_body_template:
@@ -180,7 +181,7 @@ func _start_test() -> void:
_moving_body.queue_free()
_moving_body = null
var test_label := "Testing: "
var test_label: String = "Testing: "
var template: PhysicsBody2D = null
match _body_type:

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@@ -7,12 +7,13 @@ const OPTION_TEST_CASE_DETECT_FLOOR_MOTION_CHANGES = "Test Cases/Floor detection
const MOTION_CHANGES_DIR = Vector2(1.0, 1.0)
const MOTION_CHANGES_SPEEDS: Array[float] = [0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0]
var _test_floor_detection := false
var _test_motion_changes := false
var _floor_detected := false
var _floor_lost := false
var _test_floor_detection: bool = false
var _test_motion_changes: bool = false
var _floor_detected: bool = false
var _floor_lost: bool = false
var _failed_reason: String = ""
var _failed_reason := ""
func _ready() -> void:
super._ready()
@@ -42,11 +43,11 @@ func _physics_process(delta: float) -> void:
#Log.print_log("Velocity: %s" % velocity)
func _input(event: InputEvent) -> void:
super._input(event)
func _input(input_event: InputEvent) -> void:
super._input(input_event)
if event is InputEventKey and not event.pressed:
if event.keycode == KEY_0:
if input_event is InputEventKey and not input_event.pressed:
if input_event.keycode == KEY_0:
await _on_option_selected(OPTION_TEST_CASE_ALL)
@@ -118,7 +119,7 @@ func _test_all() -> void:
func _set_result(test_passed: bool) -> void:
var result := ""
var result: String = ""
if test_passed:
result = "PASSED"
else:

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@@ -1,5 +1,6 @@
extends TestCharacter
const OPTION_TEST_CASE_ALL = "Test Cases/TEST ALL (0)"
const OPTION_TEST_CASE_JUMP_ONE_WAY_RIGID = "Test Cases/Jump through one-way tiles (Rigid Body)"
const OPTION_TEST_CASE_JUMP_ONE_WAY_CHARACTER = "Test Cases/Jump through one-way tiles (Character Body)"
@@ -7,13 +8,14 @@ const OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_RIGID = "Test Cases/Jump through one-
const OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_CHARACTER = "Test Cases/Jump through one-way corner (Character Body)"
const OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER = "Test Cases/Fall and pushed on one-way tiles (Character Body)"
var _test_jump_one_way := false
var _test_jump_one_way_corner := false
var _test_fall_one_way := false
var _test_jump_one_way: bool = false
var _test_jump_one_way_corner: bool = false
var _test_fall_one_way: bool = false
var _extra_body: PhysicsBody2D = null
var _failed_reason := ""
var _failed_reason: String = ""
func _ready() -> void:
super._ready()
@@ -26,11 +28,11 @@ func _ready() -> void:
options.add_menu_item(OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER)
func _input(event: InputEvent) -> void:
super._input(event)
func _input(input_event: InputEvent) -> void:
super._input(input_event)
if event is InputEventKey and not event.pressed:
if event.keycode == KEY_0:
if input_event is InputEventKey and not input_event.pressed:
if input_event.keycode == KEY_0:
await _on_option_selected(OPTION_TEST_CASE_ALL)
@@ -113,7 +115,7 @@ func _test_all() -> void:
func _set_result(test_passed: bool) -> void:
var result := ""
var result: String = ""
if test_passed:
result = "PASSED"
else:
@@ -187,7 +189,7 @@ func _start_fall_one_way() -> void:
func _finalize_jump_one_way() -> void:
var passed := true
var passed: bool = true
if not $JumpTargetArea2D.overlaps_body(_moving_body):
passed = false
_failed_reason = ": the body wasn't able to jump all the way through."
@@ -199,7 +201,7 @@ func _finalize_jump_one_way() -> void:
func _finalize_fall_one_way() -> void:
var passed := true
var passed: bool = true
if $FallTargetArea2D.overlaps_body(_moving_body):
passed = false
_failed_reason = ": the body was pushed through the one-way collision."

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@@ -19,7 +19,7 @@ const OFFSET_RANGE = 120.0
@onready var options: OptionMenu = $Options
var _update_collision := false
var _update_collision: bool = false
var _collision_test_index := 0
var _collision_shapes: Array[Shape2D] = []
@@ -50,8 +50,8 @@ func _ready() -> void:
_update_collision = true
func _input(event: InputEvent) -> void:
var key_event := event as InputEventKey
func _input(input_event: InputEvent) -> void:
var key_event := input_event as InputEventKey
if key_event and not key_event.pressed:
if key_event.keycode == KEY_1:
_on_option_selected(OPTION_TYPE_RECTANGLE)

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@@ -1,5 +1,6 @@
extends Test
const OPTION_JOINT_TYPE = "Joint Type/%s Joint (%d)"
const OPTION_TEST_CASE_BODIES_COLLIDE = "Test case/Attached bodies collide"
@@ -10,27 +11,28 @@ const OPTION_TEST_CASE_CHANGE_POSITIONS = "Test case/Set body positions after ad
const BOX_SIZE = Vector2(64, 64)
var _update_joint := false
var _update_joint: bool = false
var _selected_joint: Joint2D = null
var _bodies_collide := false
var _world_attachement := false
var _dynamic_attachement := false
var _destroy_body := false
var _change_positions := false
var _bodies_collide: bool = false
var _world_attachement: bool = false
var _dynamic_attachement: bool = false
var _destroy_body: bool = false
var _change_positions: bool = false
var _joint_types: Dictionary[String, Joint2D] = {}
var _joint_types := {}
func _ready() -> void:
var options: OptionMenu = $Options
var joints: Node2D = $Joints
for joint_index in joints.get_child_count():
var joint_node := joints.get_child(joint_index)
var joint_node: Joint2D = joints.get_child(joint_index)
joint_node.visible = false
var joint_name := String(joint_node.name)
var joint_short := joint_name.substr(0, joint_name.length() - 7)
var option_name := OPTION_JOINT_TYPE % [joint_short, joint_index + 1]
var joint_short: String = joint_name.substr(0, joint_name.length() - 7)
var option_name: String = OPTION_JOINT_TYPE % [joint_short, joint_index + 1]
options.add_menu_item(option_name)
_joint_types[option_name] = joint_node
@@ -54,9 +56,9 @@ func _process(_delta: float) -> void:
$LabelJointType.text = "Joint Type: " + String(_selected_joint.name)
func _input(event: InputEvent) -> void:
if event is InputEventKey and not event.pressed:
var joint_index: int = event.keycode - KEY_1
func _input(input_event: InputEvent) -> void:
if input_event is InputEventKey and not input_event.pressed:
var joint_index: int = input_event.keycode - KEY_1
if joint_index >= 0 and joint_index < _joint_types.size():
_selected_joint = _joint_types.values()[joint_index]
_update_joint = true

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@@ -1,6 +1,7 @@
@tool
extends Test
signal all_tests_done()
signal test_done()
@@ -18,23 +19,23 @@ const OPTION_TEST_CASE_MOVING_PLATFORM_CHARACTER = "Test Cases/Moving Platform (
const TEST_ALL_ANGLES_STEP = 15.0
const TEST_ALL_ANGLES_MAX = 344.0
@export_range(64, 256, 0.1) var _platform_size := 128.0:
@export_range(64, 256, 0.1) var _platform_size: float = 128.0:
set(value):
if value == _platform_size:
return
_platform_size = value
_update_platform_size(value)
@export_range(0, 360, 0.1) var _platform_angle := 0.0:
@export_range(0, 360, 0.1) var _platform_angle: float = 0.0:
set(value):
if value == _platform_angle:
return
_platform_angle = value
_update_platform_angle(value)
@export var _platform_speed := 0.0
@export var _platform_speed: float = 0.0
@export_range(0, 360, 0.1) var _body_angle := 0.0:
@export_range(0, 360, 0.1) var _body_angle: float = 0.0:
set(value):
if value == _body_angle:
return
@@ -42,7 +43,7 @@ const TEST_ALL_ANGLES_MAX = 344.0
_update_rigidbody_angle(value)
@export var _body_velocity := Vector2(400.0, 0.0)
@export var _use_character_body := false
@export var _use_character_body: bool = false
@onready var options: OptionMenu = $Options
@@ -56,15 +57,15 @@ var _platform_velocity := Vector2.ZERO
@onready var _target_area: Area2D = $TargetArea2D
var _contact_detected := false
var _target_entered := false
var _test_passed := false
var _contact_detected: bool = false
var _target_entered: bool = false
var _test_passed: bool = false
var _test_step := 0
var _test_all_angles := false
var _lock_controls := false
var _test_all_angles: bool = false
var _lock_controls: bool = false
var _test_canceled := false
var _test_canceled: bool = false
func _ready() -> void:
@@ -124,13 +125,13 @@ func _physics_process(delta: float) -> void:
_platform_body.global_position += motion
func _input(event: InputEvent) -> void:
if event is InputEventKey and not event.pressed:
if event.keycode == KEY_0:
func _input(input_event: InputEvent) -> void:
if input_event is InputEventKey and not input_event.pressed:
if input_event.keycode == KEY_0:
await _on_option_selected(OPTION_TEST_CASE_ALL)
if event.keycode == KEY_1:
if input_event.keycode == KEY_1:
await _on_option_selected(OPTION_OBJECT_TYPE_RIGIDBODY)
elif event.keycode == KEY_2:
elif input_event.keycode == KEY_2:
await _on_option_selected(OPTION_OBJECT_TYPE_CHARACTER)
@@ -347,7 +348,7 @@ func _test_all() -> void:
func _start_test() -> void:
var test_label := "Testing: "
var test_label: String = "Testing: "
var platform_angle := _platform_template.rotation
if _platform_body:
@@ -510,7 +511,7 @@ func _on_timeout() -> void:
func _set_result() -> void:
var result := ""
var result: String = ""
if _test_passed:
result = "PASSED"
$LabelResult.self_modulate = Color.GREEN

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@@ -1,9 +1,11 @@
extends Test
@export_range(1, 100) var height := 10
@export_range(1, 100) var height: int = 10
@export var box_size := Vector2(40.0, 40.0)
@export var box_spacing := Vector2(0.0, 0.0)
func _ready() -> void:
_create_pyramid()

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@@ -1,9 +1,11 @@
extends Test
const OPTION_TEST_CASE_HIT_FROM_INSIDE = "Test case/Hit from inside"
var _hit_from_inside := false
var _do_raycasts := false
var _hit_from_inside: bool = false
var _do_raycasts: bool = false
func _ready() -> void:
var options: OptionMenu = $Options

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@@ -1,10 +1,12 @@
extends Test
@export var height := 10
@export var width := 1
@export var height: int = 10
@export var width: int = 1
@export var box_size := Vector2(40.0, 40.0)
@export var box_spacing := Vector2(0.0, 0.0)
func _ready() -> void:
_create_stack()

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@@ -8,7 +8,7 @@ const BOX_SPACE = Vector2(50, 50)
var _objects: Array[Node2D] = []
var _log_physics := false
var _log_physics: bool = false
var _log_physics_time := 0
var _log_physics_time_start := 0

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@@ -15,7 +15,7 @@ const OPTION_TYPE_CONCAVE_POLYGON = "Shape type/Concave Polygon"
var _object_templates: Array[Node2D] = []
var _log_physics := false
var _log_physics: bool = false
var _log_physics_time := 0
var _log_physics_time_start := 0

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@@ -2,8 +2,8 @@ extends OptionMenu
class TestData:
var id := ""
var scene_path := ""
var id: String = ""
var scene_path: String = ""
var _test_list := []
@@ -11,6 +11,7 @@ var _test_list := []
var _current_test: TestData = null
var _current_test_scene: Node = null
func _ready() -> void:
option_selected.connect(_on_option_selected)

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@@ -8,11 +8,11 @@ var _jump_force := 1000.0
var _velocity := Vector2.ZERO
var _snap := 0.0
var _floor_max_angle := 45.0
var _stop_on_slope := false
var _move_on_floor_only := false
var _constant_speed := false
var _jumping := false
var _keep_velocity := false
var _stop_on_slope: bool = false
var _move_on_floor_only: bool = false
var _constant_speed: bool = false
var _jumping: bool = false
var _keep_velocity: bool = false
func _physics_process(delta: float) -> void:

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@@ -1,7 +1,7 @@
extends Label
func _ready() -> void:
var engine_name := ""
var engine_name: String = ""
match System.get_physics_engine():
System.PhysicsEngine.GODOT_PHYSICS:

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@@ -1,6 +1,6 @@
extends Label
var test_name := "":
var test_name: String = "":
set(value):
if (test_name != value):
return

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@@ -10,7 +10,7 @@ func add_menu_item(item_path: String, checkbox: bool = false, checked: bool = fa
var path_element_count := path_elements.size()
assert(path_element_count > 0)
var path := ""
var path: String = ""
var popup := get_popup()
for element_index in range(path_element_count - 1):
var popup_label := path_elements[element_index]

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@@ -7,9 +7,9 @@ var _gravity_force := 50.0
var _jump_force := 1000.0
var _velocity := Vector2.ZERO
var _floor_max_angle := 45.0
var _on_floor := false
var _jumping := false
var _keep_velocity := false
var _on_floor: bool = false
var _jumping: bool = false
var _keep_velocity: bool = false
func _ready() -> void:
gravity_scale = 0.0

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@@ -1,6 +1,6 @@
extends RigidBody2D
var _picked := false
var _picked: bool = false
var _last_mouse_pos := Vector2.ZERO
@@ -8,14 +8,14 @@ func _ready() -> void:
input_pickable = true
func _input(event: InputEvent) -> void:
var mouse_event := event as InputEventMouseButton
func _input(any_input_event: InputEvent) -> void:
var mouse_event := any_input_event as InputEventMouseButton
if mouse_event and not mouse_event.pressed:
_picked = false
func _input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
var mouse_event := event as InputEventMouseButton
func _input_event(_viewport: Node, any_input_event: InputEvent, _shape_idx: int) -> void:
var mouse_event := any_input_event as InputEventMouseButton
if mouse_event and mouse_event.pressed:
_picked = true
_last_mouse_pos = get_global_mouse_position()

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@@ -1,6 +1,6 @@
extends ScrollContainer
@export var auto_scroll := false
@export var auto_scroll: bool = false
func _ready() -> void:
var scrollbar := get_v_scroll_bar()