mirror of
https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-16 13:30:07 +01:00
Use "not" instead of the exclamation mark in GDScript files
Also add String casts
This commit is contained in:
@@ -7,7 +7,7 @@ func _process(_delta):
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var numbers = ""
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var index = 0
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for state in fsm_node.states_stack:
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states_names += state.get_name() + "\n"
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states_names += String(state.get_name()) + "\n"
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numbers += str(index) + "\n"
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index += 1
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$States.text = states_names
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@@ -11,4 +11,4 @@ func _physics_process(_delta):
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func _on_StateMachine_state_changed(current_state):
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text = current_state.get_name()
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text = String(current_state.get_name())
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@@ -6,7 +6,7 @@ const MASS = 10.0
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const ARRIVE_DISTANCE = 10.0
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export(float) var speed = 200.0
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var _state = null
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var _state = States.IDLE
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var _path = []
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var _target_point_world = Vector2()
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@@ -92,7 +92,7 @@ func _initialize_collision_shapes():
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for node in $Shapes.get_children():
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var body = node as PhysicsBody2D
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var shape = body.shape_owner_get_shape(0, 0)
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shape.resource_name = node.name.substr("RigidBody".length())
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shape.resource_name = String(node.name).substr("RigidBody".length())
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_collision_shapes.push_back(shape)
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@@ -25,7 +25,7 @@ func _physics_process(_delta):
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for node in $Shapes.get_children():
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var body = node as PhysicsBody2D
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var space_state = body.get_world_2d().direct_space_state
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var body_name = body.name.substr("RigidBody".length())
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var body_name = String(body.name).substr("RigidBody".length())
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Log.print_log("* Testing: %s" % body_name)
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@@ -45,7 +45,7 @@ func _physics_process(_delta):
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res = _add_raycast(space_state, center, center + Vector2(0, 40))
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Log.print_log("Raycast inside: %s" % ("HIT" if res else "NO HIT"))
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if body.name.ends_with("ConcavePolygon"):
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if String(body.name).ends_with("ConcavePolygon"):
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# Raycast inside an internal face.
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center.x += 20
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res = _add_raycast(space_state, center, center + Vector2(0, 40))
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@@ -91,7 +91,7 @@ func _on_option_selected(option):
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func _find_type_index(type_name):
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for type_index in range(_object_templates.size()):
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var type_node = _object_templates[type_index]
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if type_node.name.find(type_name) > -1:
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if String(type_node.name).find(type_name) > -1:
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return type_index
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Log.print_error("Invalid shape type: " + type_name)
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@@ -9,7 +9,7 @@ var _down
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onready var _screen_size_y = get_viewport_rect().size.y
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func _ready():
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var n = name.to_lower()
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var n = String(name).to_lower()
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_up = n + "_move_up"
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_down = n + "_move_down"
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if n == "left":
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@@ -65,7 +65,8 @@ right_move_up={
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[rendering]
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quality/driver/driver_name="GLES2"
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quality/2d/use_pixel_snap=true
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2d/snapping/use_gpu_pixel_snap=true
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vram_compression/import_etc=true
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vram_compression/import_etc2=false
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quality/2d/use_pixel_snap=true
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viewport/default_clear_color=Color( 0, 0, 0, 1 )
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@@ -8,9 +8,9 @@ onready var pictures = $Pictures
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func _ready():
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for c in pictures.get_children():
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picture.add_item("PIC: " + c.get_name())
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picture.add_item("PIC: " + String(c.get_name()))
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for c in effects.get_children():
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effect.add_item("FX: " + c.get_name())
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effect.add_item("FX: " + String(c.get_name()))
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func _on_picture_item_selected(ID):
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@@ -54,7 +54,7 @@ func _unhandled_input(ev):
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func _process(delta):
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var current_tester = testers.get_child(tester_index)
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material_name.text = current_tester.get_name()
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material_name.text = String(current_tester.get_name())
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# This code assumes CameraHolder's Y and Z coordinates are already correct.
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var target_position = current_tester.transform.origin.x
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var current_position = camera_holder.transform.origin.x
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@@ -95,7 +95,7 @@ func _initialize_collision_shapes():
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for node in $Shapes.get_children():
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var body = node as PhysicsBody
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var shape = body.shape_owner_get_shape(0, 0)
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shape.resource_name = node.name.substr("RigidBody".length())
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shape.resource_name = String(node.name).substr("RigidBody".length())
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_collision_shapes.push_back(shape)
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@@ -87,7 +87,7 @@ func _on_option_selected(option):
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func _find_type_index(type_name):
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for type_index in range(_object_templates.size()):
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var type_node = _object_templates[type_index]
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if type_node.name.find(type_name) > -1:
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if String(type_node.name).find(type_name) > -1:
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return type_index
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Log.print_error("Invalid shape type: " + type_name)
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@@ -49,13 +49,13 @@ func _physics_process(dt):
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var col = ds.intersect_ray(target, target + delta, collision_exception)
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var col_right = ds.intersect_ray(target, target + Basis(Vector3.UP, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception)
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if !col.empty():
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if not col.empty():
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# If main ray was occluded, get camera closer, this is the worst case scenario.
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delta = col.position - target
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elif !col_left.empty() and col_right.empty():
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elif not col_left.empty() and col_right.empty():
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# If only left ray is occluded, turn the camera around to the right.
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delta = Basis(Vector3.UP, deg2rad(-dt * autoturn_speed)).xform(delta)
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elif col_left.empty() and !col_right.empty():
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elif col_left.empty() and not col_right.empty():
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# If only right ray is occluded, turn the camera around to the left.
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delta = Basis(Vector3.UP, deg2rad(dt *autoturn_speed)).xform(delta)
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# Do nothing otherwise, left and right are occluded but center is not, so do not autoturn.
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@@ -56,7 +56,7 @@ func _physics_process(delta):
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if is_on_floor():
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var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > SHARP_TURN_THRESHOLD
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if dir.length() > 0.1 and !sharp_turn:
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if dir.length() > 0.1 and not sharp_turn:
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if hspeed > 0.001:
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hdir = adjust_facing(hdir, dir, delta, 1.0 / hspeed * TURN_SPEED, Vector3.UP)
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else:
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@@ -7,7 +7,7 @@ onready var voxel_world = $"../VoxelWorld"
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func _process(_delta):
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if Input.is_action_just_pressed("debug"):
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visible = !visible
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visible = not visible
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text = "Position: " + _vector_to_string_appropriate_digits(player.transform.origin)
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text += "\nEffective render distance: " + str(voxel_world.effective_render_distance)
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@@ -11,7 +11,7 @@ onready var voxel_world = $"../VoxelWorld"
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func _process(_delta):
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if Input.is_action_just_pressed("pause"):
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pause.visible = crosshair.visible
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crosshair.visible = !crosshair.visible
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crosshair.visible = not crosshair.visible
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options.visible = false
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if crosshair.visible:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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@@ -27,7 +27,7 @@ func strsec(secs):
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func _process(_delta):
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if !playing or !$Player.playing:
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if not playing or not $Player.playing:
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return
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var time = 0.0
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@@ -23,14 +23,14 @@ onready var lines_root = $Lines
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onready var lines = [$Lines/X, $Lines/Y, $Lines/Z]
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func _process(_delta):
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if !lines:
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if not lines:
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return # Somehow this node hasn't been set up yet.
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if !node_25d:
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if not node_25d:
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return # We're most likely viewing the Gizmo25D scene.
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# While getting the mouse position works in any viewport, it doesn't do
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# anything significant unless the mouse is in the 2.5D viewport.
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var mouse_position = get_local_mouse_position()
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if !_moving:
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if not _moving:
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# If the mouse is farther than this many pixels, it won't grab anything.
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var closest_distance = 20.0
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dominant_axis = -1
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@@ -46,9 +46,9 @@ func _process(_delta):
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return
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lines[dominant_axis].modulate.a = 1
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if !wants_to_move:
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if not wants_to_move:
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_moving = false
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elif wants_to_move and !_moving:
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elif wants_to_move and not _moving:
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_moving = true
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_start_position = mouse_position
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@@ -90,7 +90,7 @@ func initialize():
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# specialized for this script, it assumes that each segment starts at
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# (0, 0) and it provides a deadzone around the origin.
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func _distance_to_segment_at_index(index, point):
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if !lines:
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if not lines:
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return INF
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if point.length_squared() < 400:
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return INF
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@@ -21,7 +21,7 @@ func _ready():
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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var edited_scene_root = get_tree().edited_scene_root
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if !edited_scene_root:
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if not edited_scene_root:
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# Godot hasn't finished loading yet, so try loading the plugin again.
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editor_interface.set_plugin_enabled("node25d", false)
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editor_interface.set_plugin_enabled("node25d", true)
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@@ -34,7 +34,7 @@ func _ready():
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func _process(delta):
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if !editor_interface: # Something's not right... bail!
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if not editor_interface: # Something's not right... bail!
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return
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# View mode polling.
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@@ -70,9 +70,9 @@ func _process(delta):
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for overlay_child in overlay_children:
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var contains = false
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for selected in selection:
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if selected == overlay_child.node_25d and !view_mode_changed_this_frame:
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if selected == overlay_child.node_25d and not view_mode_changed_this_frame:
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contains = true
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if !contains:
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if not contains:
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overlay_child.queue_free()
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# Add new gizmos.
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@@ -60,7 +60,7 @@ func get_basis():
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func get_spatial_position():
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if !_spatial_node:
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if not _spatial_node:
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_spatial_node = get_child(0)
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return _spatial_node.translation
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@@ -16,7 +16,7 @@ func _process(delta):
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return
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if Input.is_action_just_pressed("toggle_isometric_controls"):
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isometric_controls = !isometric_controls
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isometric_controls = not isometric_controls
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if Input.is_action_just_pressed("reset_position"):
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transform = Transform(Basis(), Vector3.UP * 10)
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vertical_speed = 0
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@@ -103,7 +103,7 @@ func _check_movement() -> bool:
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# Check for isometric controls and add more to movement accordingly.
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# For efficiency, only check the X axis since this X axis value isn't used anywhere else.
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if !_parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
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if not _parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
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if Input.is_action_pressed("move_right"):
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z += 1
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if Input.is_action_pressed("move_left"):
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@@ -2,4 +2,4 @@ extends Control
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func _process(_delta):
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if Input.is_action_just_pressed("toggle_control_hints"):
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visible = !visible
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visible = not visible
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@@ -16,7 +16,7 @@ func _physics_process(_delta):
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modetext += "Fullscreen\n"
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else:
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modetext += "Windowed\n"
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if !OS.is_window_resizable():
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if not OS.is_window_resizable():
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modetext += "FixedSize\n"
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if OS.is_window_minimized():
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modetext += "Minimized\n"
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@@ -55,7 +55,7 @@ func _physics_process(_delta):
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$Label_Screen1_DPI.hide()
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$Button_Fullscreen.set_pressed(OS.is_window_fullscreen())
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$Button_FixedSize.set_pressed(!OS.is_window_resizable())
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$Button_FixedSize.set_pressed(not OS.is_window_resizable())
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$Button_Minimized.set_pressed(OS.is_window_minimized())
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$Button_Maximized.set_pressed(OS.is_window_maximized())
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$Button_MouseModeVisible.set_pressed(Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE)
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@@ -82,39 +82,39 @@ func _unhandled_input(event):
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func check_wm_api():
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var s = ""
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if !OS.has_method("get_screen_count"):
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if not OS.has_method("get_screen_count"):
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s += " - get_screen_count()\n"
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if !OS.has_method("get_current_screen"):
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if not OS.has_method("get_current_screen"):
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s += " - get_current_screen()\n"
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if !OS.has_method("set_current_screen"):
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if not OS.has_method("set_current_screen"):
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s += " - set_current_screen()\n"
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if !OS.has_method("get_screen_position"):
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if not OS.has_method("get_screen_position"):
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s += " - get_screen_position()\n"
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if !OS.has_method("get_screen_size"):
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if not OS.has_method("get_screen_size"):
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s += " - get_screen_size()\n"
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if !OS.has_method("get_window_position"):
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if not OS.has_method("get_window_position"):
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s += " - get_window_position()\n"
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if !OS.has_method("set_window_position"):
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if not OS.has_method("set_window_position"):
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s += " - set_window_position()\n"
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if !OS.has_method("get_window_size"):
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if not OS.has_method("get_window_size"):
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s += " - get_window_size()\n"
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if !OS.has_method("set_window_size"):
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if not OS.has_method("set_window_size"):
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s += " - set_window_size()\n"
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if !OS.has_method("set_window_fullscreen"):
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if not OS.has_method("set_window_fullscreen"):
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s += " - set_window_fullscreen()\n"
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if !OS.has_method("is_window_fullscreen"):
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if not OS.has_method("is_window_fullscreen"):
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s += " - is_window_fullscreen()\n"
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if !OS.has_method("set_window_resizable"):
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if not OS.has_method("set_window_resizable"):
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s += " - set_window_resizable()\n"
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if !OS.has_method("is_window_resizable"):
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if not OS.has_method("is_window_resizable"):
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s += " - is_window_resizable()\n"
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if !OS.has_method("set_window_minimized"):
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if not OS.has_method("set_window_minimized"):
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s += " - set_window_minimized()\n"
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if !OS.has_method("is_window_minimized"):
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if not OS.has_method("is_window_minimized"):
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s += " - is_window_minimized()\n"
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if !OS.has_method("set_window_maximized"):
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if not OS.has_method("set_window_maximized"):
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s += " - set_window_maximized()\n"
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if !OS.has_method("is_window_maximized"):
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if not OS.has_method("is_window_maximized"):
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s += " - is_window_maximized()\n"
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if s.length() == 0:
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@@ -28,7 +28,7 @@ func _input(event):
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if event is InputEventMouseMotion:
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r_pos = -event.relative
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if event.is_action("ui_cancel") and event.is_pressed() and !event.is_echo():
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if event.is_action("ui_cancel") and event.is_pressed() and not event.is_echo():
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if (state == STATE_GRAB):
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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state = STATE_MENU
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@@ -53,7 +53,7 @@ func _on_connected():
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var query = payment.queryPurchases("inapp") # Use "subs" for subscriptions.
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if query.status == OK:
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for purchase in query.purchases:
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if !purchase.is_acknowledged:
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if not purchase.is_acknowledged:
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print("Purchase " + str(purchase.sku) + " has not been acknowledged. Acknowledging...")
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payment.acknowledgePurchase(purchase.purchase_token)
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else:
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@@ -70,7 +70,7 @@ func _on_purchases_updated(purchases):
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# See _on_connected
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for purchase in purchases:
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if !purchase.is_acknowledged:
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if not purchase.is_acknowledged:
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print("Purchase " + str(purchase.sku) + " has not been acknowledged. Acknowledging...")
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payment.acknowledgePurchase(purchase.purchase_token)
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@@ -24,8 +24,8 @@ func _ready():
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func _gui_input(event):
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# We must start touching inside, but we can drag or unpress outside.
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# if !(event is InputEventScreenDrag or
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# (event is InputEventScreenTouch and (!event.pressed or get_global_rect().has_point(event.position)))):
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# if not (event is InputEventScreenDrag or
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# (event is InputEventScreenTouch and (not event.pressed or get_global_rect().has_point(event.position)))):
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# return
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|
||||
var finger_count = base_state.size()
|
||||
@@ -75,7 +75,7 @@ func _gui_input(event):
|
||||
# Two fingers => To pinch-zoom and rotate around Z.
|
||||
# Accept unpress or drag.
|
||||
if event is InputEventScreenTouch:
|
||||
if !event.pressed and base_state.has(event.index):
|
||||
if not event.pressed and base_state.has(event.index):
|
||||
# Some known touching finger released.
|
||||
|
||||
# Remove released finger from the base state.
|
||||
|
||||
@@ -21,7 +21,7 @@ func _ready():
|
||||
yield(get_tree(), "idle_frame")
|
||||
yield(get_tree(), "idle_frame")
|
||||
var edited_scene_root = get_tree().edited_scene_root
|
||||
if !edited_scene_root:
|
||||
if not edited_scene_root:
|
||||
# Godot hasn't finished loading yet, so try loading the plugin again.
|
||||
editor_interface.set_plugin_enabled("node25d", false)
|
||||
editor_interface.set_plugin_enabled("node25d", true)
|
||||
@@ -34,7 +34,7 @@ func _ready():
|
||||
|
||||
|
||||
func _process(delta):
|
||||
if !editor_interface: # Something's not right... bail!
|
||||
if not editor_interface: # Something's not right... bail!
|
||||
return
|
||||
|
||||
# View mode polling.
|
||||
@@ -70,9 +70,9 @@ func _process(delta):
|
||||
for overlay_child in overlay_children:
|
||||
var contains = false
|
||||
for selected in selection:
|
||||
if selected == overlay_child.get("node25d") and !view_mode_changed_this_frame:
|
||||
if selected == overlay_child.get("node25d") and not view_mode_changed_this_frame:
|
||||
contains = true
|
||||
if !contains:
|
||||
if not contains:
|
||||
overlay_child.queue_free()
|
||||
|
||||
# Add new gizmos.
|
||||
|
||||
@@ -2,4 +2,4 @@ extends Control
|
||||
|
||||
func _process(_delta):
|
||||
if Input.is_action_just_pressed("toggle_control_hints"):
|
||||
visible = !visible
|
||||
visible = not visible
|
||||
|
||||
@@ -41,7 +41,7 @@ func _physics_process(_delta):
|
||||
motion = Vector2()
|
||||
|
||||
if bombing and not prev_bombing:
|
||||
var bomb_name = get_name() + str(bomb_index)
|
||||
var bomb_name = String(get_name()) + str(bomb_index)
|
||||
var bomb_pos = position
|
||||
rpc("setup_bomb", bomb_name, bomb_pos, get_tree().get_network_unique_id())
|
||||
|
||||
|
||||
Reference in New Issue
Block a user