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

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@@ -1,26 +1,28 @@
extends Camera3D
const ROTATION_COEFF = 0.02
var _rotation_enabled := false
var _rotation_enabled: bool = false
var _rotation_pivot: Node3D
func _ready() -> void:
_initialize_pivot.call_deferred()
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_RIGHT:
_rotation_enabled = event.pressed
func _unhandled_input(input_event: InputEvent) -> void:
if input_event is InputEventMouseButton:
if input_event.button_index == MOUSE_BUTTON_RIGHT:
_rotation_enabled = input_event.pressed
return
if not _rotation_enabled:
return
if event is InputEventMouseMotion:
var rotation_delta: float = event.screen_relative.x
if input_event is InputEventMouseMotion:
var rotation_delta: float = input_event.screen_relative.x
_rotation_pivot.rotate(Vector3.UP, -rotation_delta * ROTATION_COEFF)

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@@ -1,9 +1,11 @@
extends CharacterBody3D
@export var _stop_on_slopes := false
@export var use_snap := false
var _gravity := 20.0
@export var _stop_on_slopes: bool = false
@export var use_snap: bool = false
var _gravity: float = 20.0
func _physics_process(delta: float) -> void:
if is_on_floor():

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@@ -1,5 +1,6 @@
extends Control
const MAX_ENTRIES = 100
var _entry_template: Label

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@@ -1,10 +1,12 @@
extends Control
@export var world_offset := Vector3.ZERO
var _pos_offset: Vector2
var _attachment: Node3D
func _ready() -> void:
_pos_offset = position
_attachment = get_parent()

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@@ -1,7 +1,8 @@
extends Label
func _ready() -> void:
var engine_name := ""
var engine_name: String = ""
match System.get_physics_engine():
System.PhysicsEngine.GODOT_PHYSICS:
engine_name = "GodotPhysics 3D"

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@@ -1,4 +1,5 @@
extends Label
func _process(_delta: float) -> void:
text = "%d FPS (%.2f mspf)" % [Engine.get_frames_per_second(), 1000.0 / Engine.get_frames_per_second()]

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@@ -1,4 +1,5 @@
extends Label
func _process(_delta: float) -> void:
visible = get_tree().paused

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@@ -1,6 +1,7 @@
extends Label
var test_name := "":
var test_name: String = "":
set(value):
if (test_name != value):
return

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@@ -1,4 +1,5 @@
extends Label
func _process(_delta: float) -> void:
set_text("Godot Version: %s" % Engine.get_version_info().string)

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@@ -1,15 +1,17 @@
class_name OptionMenu
extends MenuButton
signal option_selected(item_path: String)
signal option_changed(item_path: String, checked: bool)
func add_menu_item(item_path: String, checkbox: bool = false, checked: bool = false) -> void:
var path_elements := item_path.split("/", false)
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 path_element_count - 1:
var popup_label := path_elements[element_index]

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@@ -1,15 +1,17 @@
extends RigidBody3D
var _dir := 1.0
var _distance := 10.0
var _walk_spd := 100.0
var _acceleration := 22.0
var _is_on_floor := false
var _dir: float = 1.0 # -1.0 or 1.0
var _distance: float = 10.0
var _walk_spd: float = 100.0
var _acceleration: float = 22.0
var _is_on_floor: bool = false
@onready var _forward := -transform.basis.z
@onready var _collision_shape := $CollisionShape
@onready var _material: StandardMaterial3D = $CollisionShape/MeshInstance3D.get_active_material(0)
func _ready() -> void:
if not _material:
_material = StandardMaterial3D.new()
@@ -24,20 +26,20 @@ func _process(_delta: float) -> void:
func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
var delta := state.step
var velocity := (_forward * _dir * _walk_spd * delta) + (state.linear_velocity * Vector3.UP)
var delta: float = state.step
var velocity := (_forward * _dir * _walk_spd * delta) + (state.linear_velocity * Vector3.UP)
state.linear_velocity = state.linear_velocity.move_toward(velocity, _acceleration * delta)
if state.transform.origin.z < -_distance:
_dir = -1
_dir = -1.0
if state.transform.origin.z > _distance:
_dir = 1
_dir = 1.0
ground_check()
func ground_check() -> void:
var space_state := get_world_3d().direct_space_state
var space_state: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var shape := PhysicsShapeQueryParameters3D.new()
shape.transform = _collision_shape.global_transform
shape.shape_rid = _collision_shape.shape.get_rid()

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@@ -1,30 +1,32 @@
extends RigidBody3D
const MOUSE_DELTA_COEFFICIENT = 0.01
const CAMERA_DISTANCE_COEFFICIENT = 0.2
var _picked := false
const MOUSE_DELTA_COEFFICIENT: float = 0.01
const CAMERA_DISTANCE_COEFFICIENT: float = 0.2
var _picked: bool = false
var _last_mouse_pos := Vector2.ZERO
var _mouse_pos := Vector2.ZERO
func _ready() -> void:
input_ray_pickable = true
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if not event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
func _input(any_input_event: InputEvent) -> void:
if any_input_event is InputEventMouseButton:
if not any_input_event.pressed and any_input_event.button_index == MOUSE_BUTTON_LEFT:
_picked = false
if event is InputEventMouseMotion:
_mouse_pos = event.position
if any_input_event is InputEventMouseMotion:
_mouse_pos = any_input_event.position
func _input_event(_camera: Camera3D, event: InputEvent, _position: Vector3, _normal: Vector3, _shape_idx: int) -> void:
if event is InputEventMouseButton:
if event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
func _input_event(_camera: Camera3D, any_input_event: InputEvent, _position: Vector3, _normal: Vector3, _shape_idx: int) -> void:
if any_input_event is InputEventMouseButton:
if any_input_event.pressed and any_input_event.button_index == MOUSE_BUTTON_LEFT:
_picked = true
_mouse_pos = event.position
_mouse_pos = any_input_event.position
_last_mouse_pos = _mouse_pos

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@@ -1,6 +1,8 @@
extends ScrollContainer
@export var auto_scroll := false
@export var auto_scroll: bool = false
func _process(_delta: float) -> void:
if auto_scroll:

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@@ -1,5 +1,6 @@
extends Node
enum PhysicsEngine {
GODOT_PHYSICS,
JOLT_PHYSICS,
@@ -8,6 +9,7 @@ enum PhysicsEngine {
var _engine := PhysicsEngine.OTHER
func _enter_tree() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS

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@@ -1,5 +1,6 @@
extends Node
enum LogType {
LOG,
ERROR,
@@ -7,6 +8,7 @@ enum LogType {
signal entry_logged(message: String, type: LogType)
func print_log(message: String) -> void:
print(message)
entry_logged.emit(message, LogType.LOG)