Improve code style (#1021)

* Remove unnecessary use of `self`
* Connect to signals directly over `connect("name")`
* Use `call_deferred` on callables over `call_deferred("name"))`
* Emit signals directly over `emit_signal("name"...)`
This commit is contained in:
A Thousand Ships
2024-03-25 17:06:52 +01:00
committed by GitHub
parent 523c7d34c0
commit 82913393a8
70 changed files with 211 additions and 211 deletions

View File

@@ -24,4 +24,4 @@ func set_dead(value):
func set_look_direction(value):
emit_signal("direction_changed", value)
direction_changed.emit(value)

View File

@@ -5,4 +5,4 @@ func enter():
func _on_Sword_attack_finished():
emit_signal("finished", "previous")
finished.emit("previous")

View File

@@ -9,4 +9,4 @@ func enter():
func _on_animation_finished(anim_name):
assert(anim_name == "stagger")
emit_signal("finished", "previous")
finished.emit("previous")

View File

@@ -7,4 +7,4 @@ func enter():
func _on_animation_finished(_anim_name):
emit_signal("finished", "dead")
finished.emit("dead")

View File

@@ -46,7 +46,7 @@ func update(delta):
move_horizontally(delta, input_direction)
animate_jump_height(delta)
if height <= 0.0:
emit_signal("finished", "previous")
finished.emit("previous")
func move_horizontally(delta, direction):

View File

@@ -3,7 +3,7 @@ extends "res://state_machine/state.gd"
func handle_input(event):
if event.is_action_pressed("simulate_damage"):
emit_signal("finished", "stagger")
finished.emit("stagger")
func get_input_direction():

View File

@@ -11,4 +11,4 @@ func handle_input(event):
func update(_delta):
var input_direction = get_input_direction()
if input_direction:
emit_signal("finished", "move")
finished.emit("move")

View File

@@ -19,7 +19,7 @@ func handle_input(event):
func update(_delta):
var input_direction = get_input_direction()
if input_direction.is_zero_approx():
emit_signal("finished", "idle")
finished.emit("idle")
update_look_direction(input_direction)
if Input.is_action_pressed("run"):

View File

@@ -6,5 +6,5 @@ var velocity = Vector2()
func handle_input(event):
if event.is_action_pressed("jump"):
emit_signal("finished", "jump")
finished.emit("jump")
return super.handle_input(event)

View File

@@ -31,8 +31,8 @@ var combo = [{
var hit_objects = []
func _ready():
$AnimationPlayer.animation_finished.connect(self._on_animation_finished)
body_entered.connect(self._on_body_entered)
$AnimationPlayer.animation_finished.connect(_on_animation_finished)
body_entered.connect(_on_body_entered)
_change_state(States.IDLE)
@@ -103,7 +103,7 @@ func _on_animation_finished(_name):
attack()
else:
_change_state(States.IDLE)
emit_signal("attack_finished")
attack_finished.emit()
func _on_StateMachine_state_changed(current_state):

View File

@@ -3,7 +3,7 @@ extends Marker2D
var z_index_start = 0
func _ready():
owner.direction_changed.connect(self._on_Parent_direction_changed)
owner.direction_changed.connect(_on_Parent_direction_changed)
z_index_start = z_index

View File

@@ -24,7 +24,7 @@ func _enter_tree():
if start_state.is_empty():
start_state = get_child(0).get_path()
for child in get_children():
var err = child.finished.connect(self._change_state)
var err = child.finished.connect(_change_state)
if err:
printerr(err)
initialize(start_state)
@@ -70,7 +70,7 @@ func _change_state(state_name):
states_stack[0] = states_map[state_name]
current_state = states_stack[0]
emit_signal("state_changed", current_state)
state_changed.emit(current_state)
if state_name != "previous":
current_state.enter()

View File

@@ -191,7 +191,7 @@ func _shot_bullet() -> void:
else:
speed_scale = 1.0
bullet.position = self.position + bullet_shoot.position * Vector2(speed_scale, 1.0)
bullet.position = position + bullet_shoot.position * Vector2(speed_scale, 1.0)
get_parent().add_child(bullet)
bullet.linear_velocity = Vector2(400.0 * speed_scale, -40)
@@ -204,5 +204,5 @@ func _shot_bullet() -> void:
func _spawn_enemy_above() -> void:
var enemy := Enemy.instantiate() as RigidBody2D
enemy.position = self.position + 50 * Vector2.UP
enemy.position = position + 50 * Vector2.UP
get_parent().add_child(enemy)

View File

@@ -32,7 +32,7 @@ func _physics_process(_delta):
if _wait_physics_ticks_counter > 0:
_wait_physics_ticks_counter -= 1
if _wait_physics_ticks_counter == 0:
emit_signal("wait_done")
wait_done.emit()
func add_line(pos_start, pos_end, color):
@@ -111,7 +111,7 @@ func start_timer(timeout):
_timer = Timer.new()
_timer.one_shot = true
add_child(_timer)
_timer.timeout.connect(self._on_timer_done)
_timer.timeout.connect(_on_timer_done)
else:
cancel_timer()
@@ -124,7 +124,7 @@ func start_timer(timeout):
func cancel_timer():
if _timer_started:
_timer.paused = true
_timer.emit_signal("timeout")
_timer.timeout.emit()
_timer.paused = false

View File

@@ -44,8 +44,8 @@ var _moving_body: PhysicsBody2D = null
func _ready():
options.option_selected.connect(self._on_option_selected)
options.option_changed.connect(self._on_option_changed)
options.option_selected.connect(_on_option_selected)
options.option_changed.connect(_on_option_changed)
_character_body_template = find_child("CharacterBody2D")
if _character_body_template:

View File

@@ -42,8 +42,8 @@ func _ready():
options.add_menu_item(OPTION_SHAPE_CONCAVE_POLYGON, true, true)
options.add_menu_item(OPTION_SHAPE_CONCAVE_SEGMENTS, true, true)
options.option_selected.connect(self._on_option_selected)
options.option_changed.connect(self._on_option_changed)
options.option_selected.connect(_on_option_selected)
options.option_changed.connect(_on_option_changed)
await start_timer(0.5).timeout
if is_timer_canceled():

View File

@@ -43,8 +43,8 @@ func _ready():
options.add_menu_item(OPTION_TEST_CASE_DESTROY_BODY, true, false)
options.add_menu_item(OPTION_TEST_CASE_CHANGE_POSITIONS, true, false)
options.connect(&"option_selected", Callable(self, "_on_option_selected"))
options.connect(&"option_changed", Callable(self, "_on_option_changed"))
options.option_selected.connect(_on_option_selected)
options.option_changed.connect(_on_option_changed)
_selected_joint = _joint_types.values()[0]
_update_joint = true

View File

@@ -81,15 +81,15 @@ func _ready():
options.add_menu_item(OPTION_TEST_CASE_MOVING_PLATFORM_RIGID)
options.add_menu_item(OPTION_TEST_CASE_MOVING_PLATFORM_CHARACTER)
options.option_selected.connect(self._on_option_selected)
options.option_selected.connect(_on_option_selected)
$Controls/PlatformSize/HSlider.value = _platform_size
$Controls/PlatformAngle/HSlider.value = _platform_angle
$Controls/BodyAngle/HSlider.value = _body_angle
remove_child(_target_area)
_target_area.body_entered.connect(self._on_target_entered)
$Timer.timeout.connect(self._on_timeout)
_target_area.body_entered.connect(_on_target_entered)
$Timer.timeout.connect(_on_timeout)
_rigid_body_template = $RigidBody2D
remove_child(_rigid_body_template)
@@ -236,13 +236,13 @@ func _start_test_case(option):
await _on_option_selected(option)
await self.all_tests_done
await all_tests_done
func _wait_for_test():
await _reset_test()
await self.test_done
await test_done
func _test_all_rigid_body():
@@ -331,7 +331,7 @@ func _test_moving_platform():
return
_platform_speed = 0.0
emit_signal("all_tests_done")
all_tests_done.emit()
func _test_all():
@@ -373,7 +373,7 @@ func _start_test():
test_label += String(_rigid_body_template.name)
_moving_body = _rigid_body_template.duplicate()
_moving_body.linear_velocity = _body_velocity
_moving_body.body_entered.connect(self._on_contact_detected)
_moving_body.body_entered.connect(_on_contact_detected)
add_child(_moving_body)
if _platform_speed != 0.0:
@@ -411,7 +411,7 @@ func _reset_test(cancel_test = true):
if cancel_test:
Log.print_log("*** Stop around the clock tests")
_test_all_angles = false
emit_signal("all_tests_done")
all_tests_done.emit()
else:
Log.print_log("*** Start around the clock tests")
_platform_body.rotation = deg_to_rad(_platform_angle)
@@ -487,8 +487,8 @@ func _on_timeout():
$Timer.stop()
if _test_canceled:
emit_signal("test_done")
emit_signal("all_tests_done")
test_done.emit()
all_tests_done.emit()
return
if not _contact_detected and not _target_entered:
@@ -497,18 +497,18 @@ func _on_timeout():
await start_timer(0.5).timeout
if _test_canceled:
emit_signal("test_done")
emit_signal("all_tests_done")
test_done.emit()
all_tests_done.emit()
return
var was_all_angles = _test_all_angles
_next_test()
emit_signal("test_done")
test_done.emit()
if was_all_angles and not _test_all_angles:
emit_signal("all_tests_done")
all_tests_done.emit()
func _set_result():

View File

@@ -12,7 +12,7 @@ func _ready():
options.add_menu_item(OPTION_TEST_CASE_HIT_FROM_INSIDE, true, false)
options.option_changed.connect(self._on_option_changed)
options.option_changed.connect(_on_option_changed)
await start_timer(0.5).timeout
if is_timer_canceled():

View File

@@ -39,7 +39,7 @@ func _ready():
options.add_menu_item(OPTION_TYPE_CAPSULE)
options.add_menu_item(OPTION_TYPE_CONVEX_POLYGON)
options.add_menu_item(OPTION_TYPE_CONCAVE_POLYGON)
options.option_selected.connect(self._on_option_selected)
options.option_selected.connect(_on_option_selected)
await _start_all_types()

View File

@@ -13,7 +13,7 @@ var _current_test_scene: Node = null
func _ready():
option_selected.connect(self._on_option_selected)
option_selected.connect(_on_option_selected)
func _process(_delta):

View File

@@ -7,7 +7,7 @@ var _entry_template
func _enter_tree():
Log.entry_logged.connect(self._on_log_entry)
Log.entry_logged.connect(_on_log_entry)
_entry_template = get_child(0) as Label
remove_child(_entry_template)

View File

@@ -62,10 +62,10 @@ func _on_item_pressed(item_index, popup_menu, path):
for other_index in range(popup_menu.get_item_count()):
if other_index != item_index:
popup_menu.set_item_checked(other_index, false)
emit_signal("option_selected", item_path)
option_selected.emit(item_path)
elif popup_menu.is_item_checkable(item_index):
var checked = not popup_menu.is_item_checked(item_index)
popup_menu.set_item_checked(item_index, checked)
emit_signal("option_changed", item_path, checked)
option_changed.emit(item_path, checked)
else:
emit_signal("option_selected", item_path)
option_selected.emit(item_path)

View File

@@ -6,7 +6,7 @@ extends ScrollContainer
func _ready():
var scrollbar = get_v_scroll_bar()
scrollbar.scrolling.connect(self._on_scrolling)
scrollbar.scrolling.connect(_on_scrolling)
func _process(_delta):

View File

@@ -11,10 +11,10 @@ signal entry_logged(message, type)
func print_log(message):
print(message)
emit_signal("entry_logged", message, LogType.LOG)
entry_logged.emit(message, LogType.LOG)
func print_error(message):
push_error(message)
printerr(message)
emit_signal("entry_logged", message, LogType.ERROR)
entry_logged.emit(message, LogType.ERROR)

View File

@@ -9,7 +9,7 @@ func initialize(combat_combatants):
combatant = combatant.instantiate()
if combatant is Combatant:
$Combatants.add_combatant(combatant)
combatant.get_node("Health").connect("dead", Callable(self, "_on_combatant_death").bind(combatant))
combatant.get_node("Health").dead.connect(_on_combatant_death.bind(combatant))
else:
combatant.queue_free()
$UI.initialize()
@@ -24,7 +24,7 @@ func clear_combat():
func finish_combat(winner, loser):
emit_signal("combat_finished", winner, loser)
combat_finished.emit(winner, loser)
func _on_combatant_death(combatant):

View File

@@ -24,21 +24,21 @@ func set_active(value):
func attack(target):
target.take_damage(damage)
emit_signal("turn_finished")
turn_finished.emit()
func consume(item):
item.use(self)
emit_signal("turn_finished")
turn_finished.emit()
func defend():
$Health.armor += defense
emit_signal("turn_finished")
turn_finished.emit()
func flee():
emit_signal("turn_finished")
turn_finished.emit()
func take_damage(damage_to_take):

View File

@@ -17,15 +17,15 @@ func _ready():
func take_damage(damage):
life = life - damage + armor
if life <= 0:
emit_signal("dead")
dead.emit()
else:
emit_signal("health_changed", life)
health_changed.emit(life)
func heal(amount):
life += amount
life = clamp(life, life, max_life)
emit_signal("health_changed", life)
health_changed.emit(life)
func get_health_ratio():

View File

@@ -13,7 +13,7 @@ func initialize():
health_info.value = health.life
health_info.max_value = health.max_life
info.get_node("VBoxContainer/NameContainer/Name").text = combatant.name
health.connect("health_changed", Callable(health_info, "set_value"))
health.health_changed.connect(health_info.set_value)
$Combatants.add_child(info)
$Buttons/GridContainer/Attack.grab_focus()

View File

@@ -23,7 +23,7 @@ func get_next_in_queue():
var current_combatant = queue.pop_front()
current_combatant.active = false
queue.append(current_combatant)
self.active_combatant = queue[0]
active_combatant = queue[0]
return active_combatant
@@ -33,7 +33,7 @@ func remove(combatant):
new_queue.append(n)
new_queue.remove(new_queue.find(combatant))
combatant.queue_free()
self.queue = new_queue
queue = new_queue
func set_queue(new_queue):
@@ -44,10 +44,10 @@ func set_queue(new_queue):
queue.append(node)
node.active = false
if queue.size() > 0:
self.active_combatant = queue[0]
active_combatant = queue[0]
func _set_active_combatant(new_combatant):
active_combatant = new_combatant
active_combatant.active = true
emit_signal("active_combatant_changed", active_combatant)
active_combatant_changed.emit(active_combatant)

View File

@@ -12,7 +12,7 @@ var dialogue_text = ""
func start_dialogue():
emit_signal("dialogue_started")
dialogue_started.emit()
current = 0
index_dialogue()
dialogue_text = dialogue_keys[current].text
@@ -22,7 +22,7 @@ func start_dialogue():
func next_dialogue():
current += 1
if current == dialogue_keys.size():
emit_signal("dialogue_finished")
dialogue_finished.emit()
return
dialogue_text = dialogue_keys[current].text
dialogue_name = dialogue_keys[current].name

View File

@@ -18,10 +18,10 @@ func show_dialogue(player, dialogue):
$Name.text = "[center]" + dialogue_node.dialogue_name + "[/center]"
$Text.text = dialogue_node.dialogue_text
return
dialogue_node.connect("dialogue_started", Callable(player, "set_active").bind(false))
dialogue_node.connect("dialogue_finished", Callable(player, "set_active").bind(true))
dialogue_node.connect("dialogue_finished", Callable(self, "hide"))
dialogue_node.connect("dialogue_finished", Callable(self, "_on_dialogue_finished").bind(player))
dialogue_node.dialogue_started.connect(player.set_active.bind(false))
dialogue_node.dialogue_finished.connect(player.set_active.bind(true))
dialogue_node.dialogue_finished.connect(hide)
dialogue_node.dialogue_finished.connect(_on_dialogue_finished.bind(player))
dialogue_node.start_dialogue()
$Name.text = "[center]" + dialogue_node.dialogue_name + "[/center]"
$Text.text = dialogue_node.dialogue_text
@@ -34,7 +34,7 @@ func _on_Button_button_up():
func _on_dialogue_finished(player):
dialogue_node.disconnect("dialogue_started", Callable(player, "set_active"))
dialogue_node.disconnect("dialogue_finished", Callable(player, "set_active"))
dialogue_node.disconnect("dialogue_finished", Callable(self, "hide"))
dialogue_node.disconnect("dialogue_finished", Callable(self, "_on_dialogue_finished"))
dialogue_node.dialogue_started.disconnect(player.set_active)
dialogue_node.dialogue_finished.disconnect(player.set_active)
dialogue_node.dialogue_finished.disconnect(hide)
dialogue_node.dialogue_finished.disconnect(_on_dialogue_finished)