Use StringName literals with Input methods

This commit is contained in:
Aaron Franke
2022-03-27 19:19:09 -05:00
parent ab0816a44e
commit cb52878006
37 changed files with 126 additions and 126 deletions

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@@ -12,13 +12,13 @@ func _ready():
func _process(delta): func _process(delta):
var velocity = Vector2.ZERO # The player's movement vector. var velocity = Vector2.ZERO # The player's movement vector.
if Input.is_action_pressed("move_right"): if Input.is_action_pressed(&"move_right"):
velocity.x += 1 velocity.x += 1
if Input.is_action_pressed("move_left"): if Input.is_action_pressed(&"move_left"):
velocity.x -= 1 velocity.x -= 1
if Input.is_action_pressed("move_down"): if Input.is_action_pressed(&"move_down"):
velocity.y += 1 velocity.y += 1
if Input.is_action_pressed("move_up"): if Input.is_action_pressed(&"move_up"):
velocity.y -= 1 velocity.y -= 1
if velocity.length() > 0: if velocity.length() > 0:

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@@ -22,7 +22,7 @@ func update(_delta):
emit_signal("finished", "idle") emit_signal("finished", "idle")
update_look_direction(input_direction) update_look_direction(input_direction)
if Input.is_action_pressed("run"): if Input.is_action_pressed(&"run"):
speed = max_run_speed speed = max_run_speed
else: else:
speed = max_walk_speed speed = max_walk_speed

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@@ -30,5 +30,5 @@ func _physics_process(delta):
move_and_slide() move_and_slide()
# Check for jumping. is_on_floor() must be called after movement code. # Check for jumping. is_on_floor() must be called after movement code.
if is_on_floor() and Input.is_action_just_pressed("jump"): if is_on_floor() and Input.is_action_just_pressed(&"jump"):
velocity.y = -JUMP_SPEED velocity.y = -JUMP_SPEED

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@@ -62,11 +62,11 @@ func _integrate_forces(s):
var new_siding_left = siding_left var new_siding_left = siding_left
# Get player input. # Get player input.
var move_left = Input.is_action_pressed("move_left") var move_left = Input.is_action_pressed(&"move_left")
var move_right = Input.is_action_pressed("move_right") var move_right = Input.is_action_pressed(&"move_right")
var jump = Input.is_action_pressed("jump") var jump = Input.is_action_pressed(&"jump")
var shoot = Input.is_action_pressed("shoot") var shoot = Input.is_action_pressed(&"shoot")
var spawn = Input.is_action_pressed("spawn") var spawn = Input.is_action_pressed(&"spawn")
if spawn: if spawn:
call_deferred("_spawn_enemy_above") call_deferred("_spawn_enemy_above")

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@@ -105,7 +105,7 @@ func _ready():
func _process(_delta): func _process(_delta):
if not Engine.is_editor_hint(): if not Engine.is_editor_hint():
if Input.is_action_just_pressed("ui_accept"): if Input.is_action_just_pressed(&"ui_accept"):
await _reset_test(false) await _reset_test(false)

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@@ -17,7 +17,7 @@ func _ready():
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("restart_test"): if Input.is_action_just_pressed(&"restart_test"):
if _current_test: if _current_test:
_start_test(_current_test) _start_test(_current_test)

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@@ -27,12 +27,12 @@ func _physics_process(_delta):
_velocity.x = 0.0 _velocity.x = 0.0
# Handle horizontal controls. # Handle horizontal controls.
if Input.is_action_pressed("character_left"): if Input.is_action_pressed(&"character_left"):
if position.x > 0.0: if position.x > 0.0:
_velocity.x = -_motion_speed _velocity.x = -_motion_speed
_keep_velocity = false _keep_velocity = false
_constant_velocity = Vector2.ZERO _constant_velocity = Vector2.ZERO
elif Input.is_action_pressed("character_right"): elif Input.is_action_pressed(&"character_right"):
if position.x < 1024.0: if position.x < 1024.0:
_velocity.x = _motion_speed _velocity.x = _motion_speed
_keep_velocity = false _keep_velocity = false
@@ -40,7 +40,7 @@ func _physics_process(_delta):
# Handle jump controls and gravity. # Handle jump controls and gravity.
if is_on_floor(): if is_on_floor():
if not _jumping and Input.is_action_just_pressed("character_jump"): if not _jumping and Input.is_action_just_pressed(&"character_jump"):
# Start jumping. # Start jumping.
_jumping = true _jumping = true
_velocity.y = -_jump_force _velocity.y = -_jump_force

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@@ -27,12 +27,12 @@ func _physics_process(_delta):
_velocity.x = 0.0 _velocity.x = 0.0
# Handle horizontal controls. # Handle horizontal controls.
if Input.is_action_pressed("character_left"): if Input.is_action_pressed(&"character_left"):
if position.x > 0.0: if position.x > 0.0:
_velocity.x = -_motion_speed _velocity.x = -_motion_speed
_keep_velocity = false _keep_velocity = false
_constant_velocity = Vector2.ZERO _constant_velocity = Vector2.ZERO
elif Input.is_action_pressed("character_right"): elif Input.is_action_pressed(&"character_right"):
if position.x < 1024.0: if position.x < 1024.0:
_velocity.x = _motion_speed _velocity.x = _motion_speed
_keep_velocity = false _keep_velocity = false
@@ -40,7 +40,7 @@ func _physics_process(_delta):
# Handle jump controls and gravity. # Handle jump controls and gravity.
if is_on_floor(): if is_on_floor():
if not _jumping and Input.is_action_just_pressed("character_jump"): if not _jumping and Input.is_action_just_pressed(&"character_jump"):
# Start jumping. # Start jumping.
_jumping = true _jumping = true
_velocity.y = -_jump_force _velocity.y = -_jump_force

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@@ -25,13 +25,13 @@ func _enter_tree():
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("toggle_full_screen"): if Input.is_action_just_pressed(&"toggle_full_screen"):
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN: if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else: else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
if Input.is_action_just_pressed("toggle_debug_collision"): if Input.is_action_just_pressed(&"toggle_debug_collision"):
var debug_collision_enabled = not _is_debug_collision_enabled() var debug_collision_enabled = not _is_debug_collision_enabled()
_set_debug_collision_enabled(debug_collision_enabled) _set_debug_collision_enabled(debug_collision_enabled)
if debug_collision_enabled: if debug_collision_enabled:
@@ -39,10 +39,10 @@ func _process(_delta):
else: else:
Log.print_log("Debug Collision OFF") Log.print_log("Debug Collision OFF")
if Input.is_action_just_pressed("toggle_pause"): if Input.is_action_just_pressed(&"toggle_pause"):
get_tree().paused = not get_tree().paused get_tree().paused = not get_tree().paused
if Input.is_action_just_pressed("exit"): if Input.is_action_just_pressed(&"exit"):
get_tree().quit() get_tree().quit()

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@@ -33,7 +33,7 @@ func _physics_process(delta):
no_move_horizontal_time -= delta no_move_horizontal_time -= delta
else: else:
velocity.x = (Input.get_axis(&"move_left", &"move_right")) * speed.x velocity.x = (Input.get_axis(&"move_left", &"move_right")) * speed.x
if Input.is_action_pressed("walk"): if Input.is_action_pressed(&"walk"):
velocity.x *= 0.2 velocity.x *= 0.2
#warning-ignore:return_value_discarded #warning-ignore:return_value_discarded
# TODO: This information should be set to the CharacterBody properties instead of arguments: , Vector2.UP # TODO: This information should be set to the CharacterBody properties instead of arguments: , Vector2.UP
@@ -58,7 +58,7 @@ func _physics_process(delta):
elif falling_slow: elif falling_slow:
$AnimationTree["parameters/land/active"] = true $AnimationTree["parameters/land/active"] = true
falling_slow = false falling_slow = false
if Input.is_action_just_pressed("jump"): if Input.is_action_just_pressed(&"jump"):
$AnimationTree["parameters/jump/active"] = true $AnimationTree["parameters/jump/active"] = true
velocity.y = -speed.y velocity.y = -speed.y
if abs(velocity.x) > 50: if abs(velocity.x) > 50:

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@@ -71,7 +71,7 @@ func _ready():
if get_tree().edited_scene_root != null: if get_tree().edited_scene_root != null:
target.set_owner(get_tree().edited_scene_root) target.set_owner(get_tree().edited_scene_root)
target.name = "Target" target.name = &"Target"
else: else:
target = $Target target = $Target
@@ -89,7 +89,7 @@ func _ready():
if get_tree().edited_scene_root != null: if get_tree().edited_scene_root != null:
middle_joint_target.set_owner(get_tree().edited_scene_root) middle_joint_target.set_owner(get_tree().edited_scene_root)
middle_joint_target.name = "MiddleJoint" middle_joint_target.name = &"MiddleJoint"
else: else:
middle_joint_target = get_node(^"MiddleJoint") middle_joint_target = get_node(^"MiddleJoint")
@@ -366,7 +366,7 @@ func _make_editor_sphere_at_node(node, color):
# Add it as our child, and name it # Add it as our child, and name it
var indicator = MeshInstance3D.new() var indicator = MeshInstance3D.new()
node.add_child(indicator) node.add_child(indicator)
indicator.name = "(EditorOnly) Visual indicator" indicator.name = &"(EditorOnly) Visual indicator"
# We need to make a mesh for the mesh instance. # We need to make a mesh for the mesh instance.
# The code below makes a small sphere mesh # The code below makes a small sphere mesh

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@@ -142,7 +142,7 @@ func _setup_for_editor():
# add it as a child of this node, and name it. # add it as a child of this node, and name it.
_editor_indicator = MeshInstance3D.new() _editor_indicator = MeshInstance3D.new()
add_child(_editor_indicator) add_child(_editor_indicator)
_editor_indicator.name = "(EditorOnly) Visual indicator" _editor_indicator.name = &"(EditorOnly) Visual indicator"
# Make a sphere mesh for the MeshInstance3D # Make a sphere mesh for the MeshInstance3D
var indicator_mesh = SphereMesh.new() var indicator_mesh = SphereMesh.new()

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@@ -87,7 +87,7 @@ func process_input(delta):
if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D):
dir += cam_xform.basis[0] dir += cam_xform.basis[0]
if Input.is_action_just_pressed("ui_cancel"): if Input.is_action_just_pressed(&"ui_cancel"):
if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else: else:

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@@ -11,9 +11,9 @@ const DECELERATION = 4
var velocity: Vector3 var velocity: Vector3
func _physics_process(delta): func _physics_process(delta):
if Input.is_action_just_pressed("exit"): if Input.is_action_just_pressed(&"exit"):
get_tree().quit() get_tree().quit()
if Input.is_action_just_pressed("reset_position"): if Input.is_action_just_pressed(&"reset_position"):
position = start_position position = start_position
var dir = Vector3() var dir = Vector3()
@@ -55,7 +55,7 @@ func _physics_process(delta):
# TODO: This information should be set to the CharacterBody properties instead of arguments. # TODO: This information should be set to the CharacterBody properties instead of arguments.
# Jumping code. is_on_floor() must come after move_and_slide(). # Jumping code. is_on_floor() must come after move_and_slide().
if is_on_floor() and Input.is_action_pressed("jump"): if is_on_floor() and Input.is_action_pressed(&"jump"):
velocity.y = JUMP_SPEED velocity.y = JUMP_SPEED

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@@ -17,7 +17,7 @@ func _ready():
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("restart_test"): if Input.is_action_just_pressed(&"restart_test"):
if _current_test: if _current_test:
_start_test(_current_test) _start_test(_current_test)

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@@ -28,13 +28,13 @@ func _enter_tree():
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("toggle_full_screen"): if Input.is_action_just_pressed(&"toggle_full_screen"):
if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN: if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED)
else: else:
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
if Input.is_action_just_pressed("toggle_debug_collision"): if Input.is_action_just_pressed(&"toggle_debug_collision"):
var debug_collision_enabled = not _is_debug_collision_enabled() var debug_collision_enabled = not _is_debug_collision_enabled()
_set_debug_collision_enabled(debug_collision_enabled) _set_debug_collision_enabled(debug_collision_enabled)
if debug_collision_enabled: if debug_collision_enabled:
@@ -42,10 +42,10 @@ func _process(_delta):
else: else:
Log.print_log("Debug Collision OFF") Log.print_log("Debug Collision OFF")
if Input.is_action_just_pressed("toggle_pause"): if Input.is_action_just_pressed(&"toggle_pause"):
get_tree().paused = not get_tree().paused get_tree().paused = not get_tree().paused
if Input.is_action_just_pressed("exit"): if Input.is_action_just_pressed(&"exit"):
get_tree().quit() get_tree().quit()

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@@ -49,8 +49,8 @@ func _physics_process(delta):
dir.y = 0 dir.y = 0
dir = dir.normalized() dir = dir.normalized()
var jump_attempt = Input.is_action_pressed("jump") var jump_attempt = Input.is_action_pressed(&"jump")
var shoot_attempt = Input.is_action_pressed("shoot") var shoot_attempt = Input.is_action_pressed(&"shoot")
if is_on_floor(): if is_on_floor():
var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > SHARP_TURN_THRESHOLD var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > SHARP_TURN_THRESHOLD

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@@ -5,9 +5,9 @@ extends RigidDynamicBody3D
@onready var start_position = position @onready var start_position = position
func _physics_process(_delta): func _physics_process(_delta):
if Input.is_action_just_pressed("exit"): if Input.is_action_just_pressed(&"exit"):
get_tree().quit() get_tree().quit()
if Input.is_action_just_pressed("reset_position"): if Input.is_action_just_pressed(&"reset_position"):
position = start_position position = start_position
return return
@@ -24,7 +24,7 @@ func _physics_process(_delta):
apply_central_impulse(dir.normalized() / 10) apply_central_impulse(dir.normalized() / 10)
# Jumping code. # Jumping code.
if on_ground() and Input.is_action_pressed("jump"): if on_ground() and Input.is_action_pressed(&"jump"):
apply_central_impulse(Vector3.UP) apply_central_impulse(Vector3.UP)

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@@ -3,13 +3,13 @@ extends Control
var town = null var town = null
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("back"): if Input.is_action_just_pressed(&"back"):
_on_Back_pressed() _on_Back_pressed()
func _load_scene(car): func _load_scene(car):
var tt = load(car).instantiate() var tt = load(car).instantiate()
tt.set_name("car") tt.name = &"car"
town = load("res://town_scene.tscn").instantiate() town = load("res://town_scene.tscn").instantiate()
town.get_node(^"InstancePos").add_child(tt) town.get_node(^"InstancePos").add_child(tt)
town.get_node(^"Back").connect(&"pressed", self._on_Back_pressed) town.get_node(^"Back").connect(&"pressed", self._on_Back_pressed)

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@@ -13,7 +13,7 @@ func _physics_process(delta):
steer_target = Input.get_axis(&"turn_right", &"turn_left") steer_target = Input.get_axis(&"turn_right", &"turn_left")
steer_target *= STEER_LIMIT steer_target *= STEER_LIMIT
if Input.is_action_pressed("accelerate"): if Input.is_action_pressed(&"accelerate"):
# Increase engine force at low speeds to make the initial acceleration faster. # Increase engine force at low speeds to make the initial acceleration faster.
var speed = linear_velocity.length() var speed = linear_velocity.length()
if speed < 5 and speed != 0: if speed < 5 and speed != 0:
@@ -23,7 +23,7 @@ func _physics_process(delta):
else: else:
engine_force = 0 engine_force = 0
if Input.is_action_pressed("reverse"): if Input.is_action_pressed(&"reverse"):
# Increase engine force at low speeds to make the initial acceleration faster. # Increase engine force at low speeds to make the initial acceleration faster.
if fwd_mps >= -1: if fwd_mps >= -1:
var speed = linear_velocity.length() var speed = linear_velocity.length()

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@@ -6,7 +6,7 @@ extends Label
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("debug"): if Input.is_action_just_pressed(&"debug"):
visible = not visible visible = not visible
text = "Position: " + _vector_to_string_appropriate_digits(player.transform.origin) text = "Position: " + _vector_to_string_appropriate_digits(player.transform.origin)

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@@ -9,7 +9,7 @@ extends Control
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("pause"): if Input.is_action_just_pressed(&"pause"):
pause.visible = crosshair.visible pause.visible = crosshair.visible
crosshair.visible = not crosshair.visible crosshair.visible = not crosshair.visible
options.visible = false options.visible = false

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@@ -26,15 +26,15 @@ func _process(_delta):
# Block selection. # Block selection.
var ray_position = raycast.get_collision_point() var ray_position = raycast.get_collision_point()
var ray_normal = raycast.get_collision_normal() var ray_normal = raycast.get_collision_normal()
if Input.is_action_just_pressed("pick_block"): if Input.is_action_just_pressed(&"pick_block"):
# Block picking. # Block picking.
var block_global_position = Vector3i((ray_position - ray_normal / 2).floor()) var block_global_position = Vector3i((ray_position - ray_normal / 2).floor())
_selected_block = voxel_world.get_block_global_position(block_global_position) _selected_block = voxel_world.get_block_global_position(block_global_position)
else: else:
# Block prev/next keys. # Block prev/next keys.
if Input.is_action_just_pressed("prev_block"): if Input.is_action_just_pressed(&"prev_block"):
_selected_block -= 1 _selected_block -= 1
if Input.is_action_just_pressed("next_block"): if Input.is_action_just_pressed(&"next_block"):
_selected_block += 1 _selected_block += 1
_selected_block = wrapi(_selected_block, 1, 30) _selected_block = wrapi(_selected_block, 1, 30)
# Set the appropriate texture. # Set the appropriate texture.
@@ -43,8 +43,8 @@ func _process(_delta):
# Block breaking/placing. # Block breaking/placing.
if crosshair.visible and raycast.is_colliding(): if crosshair.visible and raycast.is_colliding():
var breaking = Input.is_action_just_pressed("break") var breaking = Input.is_action_just_pressed(&"break")
var placing = Input.is_action_just_pressed("place") var placing = Input.is_action_just_pressed(&"place")
# Either both buttons were pressed or neither are, so stop. # Either both buttons were pressed or neither are, so stop.
if breaking == placing: if breaking == placing:
return return
@@ -62,7 +62,7 @@ func _physics_process(delta):
camera_effects.dof_blur_far_distance = Settings.fog_distance * 1.5 camera_effects.dof_blur_far_distance = Settings.fog_distance * 1.5
camera_effects.dof_blur_far_transition = Settings.fog_distance / 8 camera_effects.dof_blur_far_transition = Settings.fog_distance / 8
# Crouching. # Crouching.
var crouching = Input.is_action_pressed("crouch") var crouching = Input.is_action_pressed(&"crouch")
if crouching: if crouching:
head.transform.origin = Vector3(0, 1.2, 0) head.transform.origin = Vector3(0, 1.2, 0)
else: else:
@@ -82,7 +82,7 @@ func _physics_process(delta):
move_and_slide() move_and_slide()
# Jumping, applied next frame. # Jumping, applied next frame.
if is_on_floor() and Input.is_action_pressed("jump"): if is_on_floor() and Input.is_action_pressed(&"jump"):
velocity.y = 5 velocity.y = 5

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@@ -51,7 +51,7 @@ func _add_placeholder_key(container):
var placeholder = Control.new() var placeholder = Control.new()
placeholder.size_flags_horizontal = SIZE_EXPAND_FILL placeholder.size_flags_horizontal = SIZE_EXPAND_FILL
placeholder.mouse_filter = Control.MOUSE_FILTER_IGNORE placeholder.mouse_filter = Control.MOUSE_FILTER_IGNORE
placeholder.name = "Placeholder" placeholder.name = &"Placeholder"
container.add_child(placeholder) container.add_child(placeholder)

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@@ -113,17 +113,17 @@ func set_view_mode(view_mode_index):
# This can be changed or removed in actual games where you only need one view mode. # This can be changed or removed in actual games where you only need one view mode.
func _check_view_mode(): func _check_view_mode():
if not Engine.editor_hint: if not Engine.editor_hint:
if Input.is_action_just_pressed("forty_five_mode"): if Input.is_action_just_pressed(&"forty_five_mode"):
set_view_mode(0) set_view_mode(0)
elif Input.is_action_just_pressed("isometric_mode"): elif Input.is_action_just_pressed(&"isometric_mode"):
set_view_mode(1) set_view_mode(1)
elif Input.is_action_just_pressed("top_down_mode"): elif Input.is_action_just_pressed(&"top_down_mode"):
set_view_mode(2) set_view_mode(2)
elif Input.is_action_just_pressed("front_side_mode"): elif Input.is_action_just_pressed(&"front_side_mode"):
set_view_mode(3) set_view_mode(3)
elif Input.is_action_just_pressed("oblique_y_mode"): elif Input.is_action_just_pressed(&"oblique_y_mode"):
set_view_mode(4) set_view_mode(4)
elif Input.is_action_just_pressed("oblique_z_mode"): elif Input.is_action_just_pressed(&"oblique_z_mode"):
set_view_mode(5) set_view_mode(5)

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@@ -24,16 +24,16 @@ func _ready():
func _process(delta): func _process(delta):
if Input.is_action_pressed("exit"): if Input.is_action_pressed(&"exit"):
get_tree().quit() get_tree().quit()
if Input.is_action_just_pressed("view_cube_demo"): if Input.is_action_just_pressed(&"view_cube_demo"):
# warning-ignore:return_value_discarded # warning-ignore:return_value_discarded
get_tree().change_scene("res://assets/demo_scene.tscn") get_tree().change_scene("res://assets/demo_scene.tscn")
return return
if _is_parent_ready: if _is_parent_ready:
if Input.is_action_just_pressed("reset_position"): if Input.is_action_just_pressed(&"reset_position"):
transform = Transform3D.IDENTITY transform = Transform3D.IDENTITY
else: else:
rotate_x(delta * (Input.get_axis(&"move_forward", &"move_back"))) rotate_x(delta * (Input.get_axis(&"move_forward", &"move_back")))

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@@ -10,17 +10,17 @@ extends Sprite2D
func _process(_delta): func _process(_delta):
if not Engine.editor_hint: if not Engine.editor_hint:
if Input.is_action_pressed("forty_five_mode"): if Input.is_action_pressed(&"forty_five_mode"):
set_view_mode(0) set_view_mode(0)
elif Input.is_action_pressed("isometric_mode"): elif Input.is_action_pressed(&"isometric_mode"):
set_view_mode(1) set_view_mode(1)
elif Input.is_action_pressed("top_down_mode"): elif Input.is_action_pressed(&"top_down_mode"):
set_view_mode(2) set_view_mode(2)
elif Input.is_action_pressed("front_side_mode"): elif Input.is_action_pressed(&"front_side_mode"):
set_view_mode(3) set_view_mode(3)
elif Input.is_action_pressed("oblique_y_mode"): elif Input.is_action_pressed(&"oblique_y_mode"):
set_view_mode(4) set_view_mode(4)
elif Input.is_action_pressed("oblique_z_mode"): elif Input.is_action_pressed(&"oblique_z_mode"):
set_view_mode(5) set_view_mode(5)

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@@ -7,17 +7,17 @@ var isometric_controls := true
@onready var _parent_node25d: Node25D = get_parent() @onready var _parent_node25d: Node25D = get_parent()
func _process(delta): func _process(delta):
if Input.is_action_pressed("exit"): if Input.is_action_pressed(&"exit"):
get_tree().quit() get_tree().quit()
if Input.is_action_just_pressed("view_cube_demo"): if Input.is_action_just_pressed(&"view_cube_demo"):
#warning-ignore:return_value_discarded #warning-ignore:return_value_discarded
get_tree().change_scene("res://assets/cube/cube.tscn") get_tree().change_scene("res://assets/cube/cube.tscn")
return return
if Input.is_action_just_pressed("toggle_isometric_controls"): if Input.is_action_just_pressed(&"toggle_isometric_controls"):
isometric_controls = not isometric_controls isometric_controls = not isometric_controls
if Input.is_action_just_pressed("reset_position"): if Input.is_action_just_pressed(&"reset_position"):
transform = Transform3D(Basis(), Vector3.UP * 10) transform = Transform3D(Basis(), Vector3.UP * 10)
vertical_speed = 0 vertical_speed = 0
else: else:
@@ -35,11 +35,11 @@ func _horizontal_movement(delta):
localZ = Vector3(0.70710678118, 0, 0.70710678118) localZ = Vector3(0.70710678118, 0, 0.70710678118)
# Gather player input and add directional movement to a Vector3 variable. # Gather player input and add directional movement to a Vector3 variable.
var movement_vec2 = Input.get_vector("move_left", "move_right", "move_forward", "move_back") var movement_vec2 = Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_back")
var move_dir = localX * movement_vec2.x + localZ * movement_vec2.y var move_dir = localX * movement_vec2.x + localZ * movement_vec2.y
move_dir = move_dir * delta * 600 move_dir = move_dir * delta * 600
if Input.is_action_pressed("movement_modifier"): if Input.is_action_pressed(&"movement_modifier"):
move_dir /= 2 move_dir /= 2
#warning-ignore:return_value_discarded #warning-ignore:return_value_discarded
@@ -49,7 +49,7 @@ func _horizontal_movement(delta):
# Checks Jump and applies gravity and vertical speed via move_and_collide. # Checks Jump and applies gravity and vertical speed via move_and_collide.
func _vertical_movement(delta): func _vertical_movement(delta):
var localY = Vector3.UP var localY = Vector3.UP
if Input.is_action_just_pressed("jump"): if Input.is_action_just_pressed(&"jump"):
vertical_speed = 1.25 vertical_speed = 1.25
vertical_speed -= delta * 5 # Gravity vertical_speed -= delta * 5 # Gravity
var k = move_and_collide(localY * vertical_speed) var k = move_and_collide(localY * vertical_speed)

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@@ -30,7 +30,7 @@ func _process(delta):
if movement: if movement:
hframes = 6 hframes = 6
texture = _run texture = _run
if (Input.is_action_pressed("movement_modifier")): if (Input.is_action_pressed(&"movement_modifier")):
delta /= 2 delta /= 2
_progress = fmod((_progress + FRAMERATE * delta), 6) _progress = fmod((_progress + FRAMERATE * delta), 6)
frame = _direction * 6 + int(_progress) frame = _direction * 6 + int(_progress)
@@ -72,17 +72,17 @@ func set_view_mode(view_mode_index):
# Change the 2D basis of the sprite to try and make it "fit" multiple view modes. # Change the 2D basis of the sprite to try and make it "fit" multiple view modes.
func _sprite_basis(): func _sprite_basis():
if not Engine.editor_hint: if not Engine.editor_hint:
if Input.is_action_pressed("forty_five_mode"): if Input.is_action_pressed(&"forty_five_mode"):
set_view_mode(0) set_view_mode(0)
elif Input.is_action_pressed("isometric_mode"): elif Input.is_action_pressed(&"isometric_mode"):
set_view_mode(1) set_view_mode(1)
elif Input.is_action_pressed("top_down_mode"): elif Input.is_action_pressed(&"top_down_mode"):
set_view_mode(2) set_view_mode(2)
elif Input.is_action_pressed("front_side_mode"): elif Input.is_action_pressed(&"front_side_mode"):
set_view_mode(3) set_view_mode(3)
elif Input.is_action_pressed("oblique_y_mode"): elif Input.is_action_pressed(&"oblique_y_mode"):
set_view_mode(4) set_view_mode(4)
elif Input.is_action_pressed("oblique_z_mode"): elif Input.is_action_pressed(&"oblique_z_mode"):
set_view_mode(5) set_view_mode(5)
@@ -92,25 +92,25 @@ func _check_movement() -> bool:
var x := 0 var x := 0
var z := 0 var z := 0
if Input.is_action_pressed("move_right"): if Input.is_action_pressed(&"move_right"):
x += 1 x += 1
if Input.is_action_pressed("move_left"): if Input.is_action_pressed(&"move_left"):
x -= 1 x -= 1
if Input.is_action_pressed("move_forward"): if Input.is_action_pressed(&"move_forward"):
z -= 1 z -= 1
if Input.is_action_pressed("move_back"): if Input.is_action_pressed(&"move_back"):
z += 1 z += 1
# Check for isometric controls and add more to movement accordingly. # Check for isometric controls and add more to movement accordingly.
# For efficiency, only check the X axis since this X axis value isn't used anywhere else. # For efficiency, only check the X axis since this X axis value isn't used anywhere else.
if not _parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x): if not _parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x):
if Input.is_action_pressed("move_right"): if Input.is_action_pressed(&"move_right"):
z += 1 z += 1
if Input.is_action_pressed("move_left"): if Input.is_action_pressed(&"move_left"):
z -= 1 z -= 1
if Input.is_action_pressed("move_forward"): if Input.is_action_pressed(&"move_forward"):
x += 1 x += 1
if Input.is_action_pressed("move_back"): if Input.is_action_pressed(&"move_back"):
x -= 1 x -= 1
# Set the direction based on which inputs were pressed. # Set the direction based on which inputs were pressed.

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@@ -10,17 +10,17 @@ extends Sprite2D
func _process(_delta): func _process(_delta):
if not Engine.editor_hint: if not Engine.editor_hint:
if Input.is_action_pressed("forty_five_mode"): if Input.is_action_pressed(&"forty_five_mode"):
set_view_mode(0) set_view_mode(0)
elif Input.is_action_pressed("isometric_mode"): elif Input.is_action_pressed(&"isometric_mode"):
set_view_mode(1) set_view_mode(1)
elif Input.is_action_pressed("top_down_mode"): elif Input.is_action_pressed(&"top_down_mode"):
set_view_mode(2) set_view_mode(2)
elif Input.is_action_pressed("front_side_mode"): elif Input.is_action_pressed(&"front_side_mode"):
set_view_mode(3) set_view_mode(3)
elif Input.is_action_pressed("oblique_y_mode"): elif Input.is_action_pressed(&"oblique_y_mode"):
set_view_mode(4) set_view_mode(4)
elif Input.is_action_pressed("oblique_z_mode"): elif Input.is_action_pressed(&"oblique_z_mode"):
set_view_mode(5) set_view_mode(5)

View File

@@ -1,5 +1,5 @@
extends Control extends Control
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("toggle_control_hints"): if Input.is_action_just_pressed(&"toggle_control_hints"):
visible = not visible visible = not visible

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@@ -68,15 +68,15 @@ func _unhandled_input(event):
mousepos = event.position mousepos = event.position
if event is InputEventKey: if event is InputEventKey:
if Input.is_action_pressed("mouse_mode_visible"): if Input.is_action_pressed(&"mouse_mode_visible"):
observer.state = observer.STATE_MENU observer.state = observer.STATE_MENU
_on_Button_MouseModeVisible_pressed() _on_Button_MouseModeVisible_pressed()
if Input.is_action_pressed("mouse_mode_hidden"): if Input.is_action_pressed(&"mouse_mode_hidden"):
observer.state = observer.STATE_MENU observer.state = observer.STATE_MENU
_on_Button_MouseModeHidden_pressed() _on_Button_MouseModeHidden_pressed()
if Input.is_action_pressed("mouse_mode_captured"): if Input.is_action_pressed(&"mouse_mode_captured"):
_on_Button_MouseModeCaptured_pressed() _on_Button_MouseModeCaptured_pressed()

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@@ -10,17 +10,17 @@ extends Sprite2D
func _process(_delta): func _process(_delta):
if not Engine.editor_hint: if not Engine.editor_hint:
if Input.is_action_pressed("forty_five_mode"): if Input.is_action_pressed(&"forty_five_mode"):
set_view_mode(0) set_view_mode(0)
elif Input.is_action_pressed("isometric_mode"): elif Input.is_action_pressed(&"isometric_mode"):
set_view_mode(1) set_view_mode(1)
elif Input.is_action_pressed("top_down_mode"): elif Input.is_action_pressed(&"top_down_mode"):
set_view_mode(2) set_view_mode(2)
elif Input.is_action_pressed("front_side_mode"): elif Input.is_action_pressed(&"front_side_mode"):
set_view_mode(3) set_view_mode(3)
elif Input.is_action_pressed("oblique_y_mode"): elif Input.is_action_pressed(&"oblique_y_mode"):
set_view_mode(4) set_view_mode(4)
elif Input.is_action_pressed("oblique_z_mode"): elif Input.is_action_pressed(&"oblique_z_mode"):
set_view_mode(5) set_view_mode(5)

View File

@@ -10,17 +10,17 @@ extends Sprite2D
func _process(_delta): func _process(_delta):
if not Engine.editor_hint: if not Engine.editor_hint:
if Input.is_action_pressed("forty_five_mode"): if Input.is_action_pressed(&"forty_five_mode"):
set_view_mode(0) set_view_mode(0)
elif Input.is_action_pressed("isometric_mode"): elif Input.is_action_pressed(&"isometric_mode"):
set_view_mode(1) set_view_mode(1)
elif Input.is_action_pressed("top_down_mode"): elif Input.is_action_pressed(&"top_down_mode"):
set_view_mode(2) set_view_mode(2)
elif Input.is_action_pressed("front_side_mode"): elif Input.is_action_pressed(&"front_side_mode"):
set_view_mode(3) set_view_mode(3)
elif Input.is_action_pressed("oblique_y_mode"): elif Input.is_action_pressed(&"oblique_y_mode"):
set_view_mode(4) set_view_mode(4)
elif Input.is_action_pressed("oblique_z_mode"): elif Input.is_action_pressed(&"oblique_z_mode"):
set_view_mode(5) set_view_mode(5)

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@@ -1,5 +1,5 @@
extends Control extends Control
func _process(_delta): func _process(_delta):
if Input.is_action_just_pressed("toggle_control_hints"): if Input.is_action_just_pressed(&"toggle_control_hints"):
visible = not visible visible = not visible

View File

@@ -25,16 +25,16 @@ func _physics_process(_delta):
var motion = Vector2() var motion = Vector2()
if is_network_master(): if is_network_master():
if Input.is_action_pressed("move_left"): if Input.is_action_pressed(&"move_left"):
motion += Vector2(-1, 0) motion += Vector2(-1, 0)
if Input.is_action_pressed("move_right"): if Input.is_action_pressed(&"move_right"):
motion += Vector2(1, 0) motion += Vector2(1, 0)
if Input.is_action_pressed("move_up"): if Input.is_action_pressed(&"move_up"):
motion += Vector2(0, -1) motion += Vector2(0, -1)
if Input.is_action_pressed("move_down"): if Input.is_action_pressed(&"move_down"):
motion += Vector2(0, 1) motion += Vector2(0, 1)
var bombing = Input.is_action_pressed("set_bomb") var bombing = Input.is_action_pressed(&"set_bomb")
if stunned: if stunned:
bombing = false bombing = false

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@@ -50,18 +50,18 @@ func _process(delta):
# Move left pad. # Move left pad.
var left_pos = left_paddle.get_position() var left_pos = left_paddle.get_position()
if left_pos.y > 0 and Input.is_action_pressed("left_move_up"): if left_pos.y > 0 and Input.is_action_pressed(&"left_move_up"):
left_pos.y += -PAD_SPEED * delta left_pos.y += -PAD_SPEED * delta
if left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down"): if left_pos.y < screen_size.y and Input.is_action_pressed(&"left_move_down"):
left_pos.y += PAD_SPEED * delta left_pos.y += PAD_SPEED * delta
left_paddle.set_position(left_pos) left_paddle.set_position(left_pos)
# Move right pad. # Move right pad.
var right_pos = right_paddle.get_position() var right_pos = right_paddle.get_position()
if right_pos.y > 0 and Input.is_action_pressed("right_move_up"): if right_pos.y > 0 and Input.is_action_pressed(&"right_move_up"):
right_pos.y += -PAD_SPEED * delta right_pos.y += -PAD_SPEED * delta
if right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down"): if right_pos.y < screen_size.y and Input.is_action_pressed(&"right_move_down"):
right_pos.y += PAD_SPEED * delta right_pos.y += PAD_SPEED * delta
right_paddle.set_position(right_pos) right_paddle.set_position(right_pos)