diff --git a/3d/kinematic_character/cubio.gd b/3d/kinematic_character/cubio.gd index c1f241f0..4be05807 100644 --- a/3d/kinematic_character/cubio.gd +++ b/3d/kinematic_character/cubio.gd @@ -13,46 +13,45 @@ const MAX_SLOPE_ANGLE = 30 func _physics_process(delta): var dir = Vector3() # Where does the player intend to walk to - var cam_xform = get_node("target/camera").get_global_transform() + var cam_xform = $target/camera.get_global_transform() - if (Input.is_action_pressed("move_forward")): + if Input.is_action_pressed("move_forward"): dir += -cam_xform.basis[2] - if (Input.is_action_pressed("move_backwards")): + if Input.is_action_pressed("move_backwards"): dir += cam_xform.basis[2] - if (Input.is_action_pressed("move_left")): + if Input.is_action_pressed("move_left"): dir += -cam_xform.basis[0] - if (Input.is_action_pressed("move_right")): + if Input.is_action_pressed("move_right"): dir += cam_xform.basis[0] dir.y = 0 dir = dir.normalized() - vel.y += delta*g + vel.y += delta * g var hvel = vel hvel.y = 0 - var target = dir*MAX_SPEED + var target = dir * MAX_SPEED var accel - if (dir.dot(hvel) > 0): + if dir.dot(hvel) > 0: accel = ACCEL else: accel = DEACCEL - hvel = hvel.linear_interpolate(target, accel*delta) + hvel = hvel.linear_interpolate(target, accel * delta) vel.x = hvel.x vel.z = hvel.z - vel = move_and_slide(vel,Vector3(0,1,0)) + vel = move_and_slide(vel, Vector3(0,1,0)) - if (is_on_floor() and Input.is_action_pressed("jump")): + if is_on_floor() and Input.is_action_pressed("jump"): vel.y = JUMP_SPEED var crid = get_node("../elevator1").get_rid() - func _on_tcube_body_enter(body): - if (body == self): + if body == self: get_node("../ty").show() diff --git a/3d/kinematic_character/follow_camera.gd b/3d/kinematic_character/follow_camera.gd index 2cae84d1..7b4dca31 100644 --- a/3d/kinematic_character/follow_camera.gd +++ b/3d/kinematic_character/follow_camera.gd @@ -22,15 +22,15 @@ func _physics_process(dt): # Regular delta follow # Check ranges - if (delta.length() < min_distance): - delta = delta.normalized()*min_distance - elif (delta.length() > max_distance): - delta = delta.normalized()*max_distance + if delta.length() < min_distance: + delta = delta.normalized() * min_distance + elif delta.length() > max_distance: + delta = delta.normalized() * max_distance # Check upper and lower height - if (delta.y > max_height): + if delta.y > max_height: delta.y = max_height - if (delta.y < min_height): + if delta.y < min_height: delta.y = min_height pos = target + delta @@ -39,15 +39,15 @@ func _physics_process(dt): # Turn a little up or down var t = transform - t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust))*t.basis + t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis transform = t func _ready(): # Find collision exceptions for ray var node = self - while(node): - if (node is RigidBody): + while node: + if node is RigidBody: collision_exception.append(node.get_rid()) break else: diff --git a/3d/kinematic_character/level.scn b/3d/kinematic_character/level.scn index eb8061a0..7b02a2aa 100644 Binary files a/3d/kinematic_character/level.scn and b/3d/kinematic_character/level.scn differ diff --git a/3d/material_testers/tester.gd b/3d/material_testers/tester.gd index 13750884..d86a4424 100644 --- a/3d/material_testers/tester.gd +++ b/3d/material_testers/tester.gd @@ -27,26 +27,24 @@ func _ready(): func _unhandled_input(ev): - if (ev is InputEventMouseButton and ev.button_index == BUTTON_WHEEL_UP): - if (zoom0): - zoom-=ZOOM_SPEED + if ev is InputEventMouseButton and ev.button_index == BUTTON_WHEEL_DOWN: + if zoom > 0: + zoom -= ZOOM_SPEED get_node("camera/base/rotation/camera").translation.z = -zoom - if (ev is InputEventMouseMotion and ev.button_mask & BUTTON_MASK_LEFT): + if ev is InputEventMouseMotion and ev.button_mask & BUTTON_MASK_LEFT: rot_y += ev.relative.x * ROT_SPEED rot_x += ev.relative.y * ROT_SPEED - rot_y = clamp(rot_y,-180,180) - rot_x = clamp(rot_x,0,150) + rot_y = clamp(rot_y, -180, 180) + rot_x = clamp(rot_x, 0, 150) var t = Transform() - t = t.rotated(Vector3(0,0,1),rot_x * PI / 180.0) - t = t.rotated(Vector3(0,1,0),-rot_y * PI / 180.0) - - + t = t.rotated(Vector3(0, 0, 1), rot_x * PI / 180.0) + t = t.rotated(Vector3(0, 1, 0), -rot_y * PI / 180.0) get_node("camera/base").transform.basis = t.basis @@ -58,27 +56,24 @@ func _process(delta): var from_p = from_xform.origin var from_r = Quat(from_xform.basis) - p = from_p.linear_interpolate(p,INTERP_SPEED*delta) - r = from_r.slerp(r,INTERP_SPEED*delta) + p = from_p.linear_interpolate(p, INTERP_SPEED * delta) + r = from_r.slerp(r, INTERP_SPEED * delta) var m = Transform(r) - m.origin=p + m.origin = p - get_node("camera").transform=m + get_node("camera").transform = m get_node("ui/label").text = get_node("testers").get_child(tester_index).get_name() - func _on_prev_pressed(): - if (tester_index > 0): - tester_index-=1 - - pass # replace with function body + if tester_index > 0: + tester_index -= 1 func _on_next_pressed(): - if (tester_index < get_node("testers").get_child_count() -1): - tester_index+=1 + if tester_index < get_node("testers").get_child_count() -1: + tester_index += 1 func _on_bg_item_selected( ID ): diff --git a/3d/navmesh/navmesh.gd b/3d/navmesh/navmesh.gd index 387ae2f9..b856fb3c 100644 --- a/3d/navmesh/navmesh.gd +++ b/3d/navmesh/navmesh.gd @@ -15,15 +15,15 @@ var draw_path = true func _process(delta): - if (path.size() > 1): - var to_walk = delta*SPEED + if path.size() > 1: + var to_walk = delta * SPEED var to_watch = Vector3(0, 1, 0) - while(to_walk > 0 and path.size() >= 2): + while to_walk > 0 and path.size() >= 2: var pfrom = path[path.size() - 1] var pto = path[path.size() - 2] to_watch = (pto - pfrom).normalized() var d = pfrom.distance_to(pto) - if (d <= to_walk): + if d <= to_walk: path.remove(path.size() - 1) to_walk -= d else: @@ -36,10 +36,10 @@ func _process(delta): var t = Transform() t.origin = atpos - t=t.looking_at(atpos + atdir, Vector3(0, 1, 0)) + t = t.looking_at(atpos + atdir, Vector3(0, 1, 0)) get_node("robot_base").set_transform(t) - if (path.size() < 2): + if path.size() < 2: path = [] set_process(false) else: @@ -52,7 +52,7 @@ func _update_path(): path.invert() set_process(true) - if (draw_path): + if draw_path: var im = get_node("draw") im.set_material_override(m) im.clear() @@ -67,8 +67,8 @@ func _update_path(): func _input(event): -# if (event extends InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed): - if (event.is_class("InputEventMouseButton") and event.button_index == BUTTON_LEFT and event.pressed): +# if event extends InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed: + if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and event.pressed: var from = get_node("cambase/Camera").project_ray_origin(event.position) var to = from + get_node("cambase/Camera").project_ray_normal(event.position)*100 var p = get_closest_point_to_segment(from, to) @@ -78,9 +78,9 @@ func _input(event): _update_path() - if (event.is_class("InputEventMouseMotion")): - if (event.button_mask&(BUTTON_MASK_MIDDLE+BUTTON_MASK_RIGHT)): - camrot += event.relative.x*0.005 + if event is InputEventMouseMotion: + if event.button_mask&(BUTTON_MASK_MIDDLE+BUTTON_MASK_RIGHT): + camrot += event.relative.x * 0.005 get_node("cambase").set_rotation(Vector3(0, camrot, 0)) print("camrot ", camrot) diff --git a/3d/platformer/coin.gd b/3d/platformer/coin.gd index 4d888799..f043e69a 100644 --- a/3d/platformer/coin.gd +++ b/3d/platformer/coin.gd @@ -6,6 +6,6 @@ var taken = false func _on_coin_body_enter(body): - if (not taken and body is preload("res://player.gd")): + if not taken and body is preload("res://player.gd"): get_node("anim").play("take") taken = true diff --git a/3d/platformer/enemy.gd b/3d/platformer/enemy.gd index a67b40b6..6b14ea8c 100644 --- a/3d/platformer/enemy.gd +++ b/3d/platformer/enemy.gd @@ -20,10 +20,10 @@ func _integrate_forces(state): var lv = state.get_linear_velocity() var g = state.get_total_gravity() - lv += g*delta # Apply gravity + lv += g * delta # Apply gravity var up = -g.normalized() - if (dying): + if dying: state.set_linear_velocity(lv) return @@ -31,12 +31,12 @@ func _integrate_forces(state): var cc = state.get_contact_collider_object(i) var dp = state.get_contact_local_normal(i) - if (cc): - if (cc is preload("res://bullet.gd") and not cc.disabled): + if cc: + if cc is preload("res://bullet.gd") and not cc.disabled: set_mode(MODE_RIGID) dying = true #lv = s.get_contact_local_normal(i)*400 - state.set_angular_velocity(-dp.cross(up).normalized()*33.0) + state.set_angular_velocity(-dp.cross(up).normalized() * 33.0) get_node("AnimationPlayer").play("impact") get_node("AnimationPlayer").queue("explode") set_friction(1) @@ -52,23 +52,23 @@ func _integrate_forces(state): var dir = get_node("Armature").get_transform().basis[2].normalized() var deaccel_dir = dir - if (advance): - if (dir.dot(lv) < max_speed): - lv += dir*accel*delta + if advance: + if dir.dot(lv) < max_speed: + lv += dir * accel * delta deaccel_dir = dir.cross(g).normalized() else: - if (prev_advance): + if prev_advance: rot_dir = 1 # randf()*2.0 - 1.0 - dir = Basis(up, rot_dir*rot_speed*delta).xform(dir) + dir = Basis(up, rot_dir * rot_speed * delta).xform(dir) get_node("Armature").set_transform(Transform().looking_at(-dir, up)) var dspeed = deaccel_dir.dot(lv) - dspeed -= deaccel*delta - if (dspeed < 0): + dspeed -= deaccel * delta + if dspeed < 0: dspeed = 0 - lv = lv - deaccel_dir*deaccel_dir.dot(lv) + deaccel_dir*dspeed + lv = lv - deaccel_dir * deaccel_dir.dot(lv) + deaccel_dir * dspeed state.set_linear_velocity(lv) prev_advance = advance diff --git a/3d/platformer/follow_camera.gd b/3d/platformer/follow_camera.gd index 585bb1dd..50d04ba4 100644 --- a/3d/platformer/follow_camera.gd +++ b/3d/platformer/follow_camera.gd @@ -21,15 +21,15 @@ func _physics_process(dt): # Regular delta follow # Check ranges - if (delta.length() < min_distance): - delta = delta.normalized()*min_distance - elif (delta.length() > max_distance): - delta = delta.normalized()*max_distance + if delta.length() < min_distance: + delta = delta.normalized() * min_distance + elif delta.length() > max_distance: + delta = delta.normalized() * max_distance # Check upper and lower height - if (delta.y > max_height): + if delta.y > max_height: delta.y = max_height - if (delta.y < min_height): + if delta.y < min_height: delta.y = min_height # Check autoturn @@ -39,22 +39,22 @@ func _physics_process(dt): var col = ds.intersect_ray(target, target + delta, collision_exception) var col_right = ds.intersect_ray(target, target + Basis(up, deg2rad(-autoturn_ray_aperture)).xform(delta), collision_exception) - if (!col.empty()): + if !col.empty(): # If main ray was occluded, get camera closer, this is the worst case scenario delta = col.position - target - elif (!col_left.empty() and col_right.empty()): + elif !col_left.empty() and col_right.empty(): # If only left ray is occluded, turn the camera around to the right - delta = Basis(up, deg2rad(-dt*autoturn_speed)).xform(delta) - elif (col_left.empty() and !col_right.empty()): + delta = Basis(up, deg2rad(-dt * autoturn_speed)).xform(delta) + elif col_left.empty() and !col_right.empty(): # If only right ray is occluded, turn the camera around to the left - delta = Basis(up, deg2rad(dt*autoturn_speed)).xform(delta) + delta = Basis(up, deg2rad(dt *autoturn_speed)).xform(delta) else: # Do nothing otherwise, left and right are occluded but center is not, so do not autoturn pass # Apply lookat - if (delta == Vector3()): - delta = (pos - target).normalized()*0.0001 + if delta == Vector3(): + delta = (pos - target).normalized() * 0.0001 pos = target + delta @@ -62,15 +62,15 @@ func _physics_process(dt): # Turn a little up or down var t = get_transform() - t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust))*t.basis + t.basis = Basis(t.basis[0], deg2rad(angle_v_adjust)) * t.basis set_transform(t) func _ready(): # Find collision exceptions for ray var node = self - while(node): - if (node is RigidBody): + while node: + if node is RigidBody: collision_exception.append(node.get_rid()) break else: diff --git a/3d/platformer/player.gd b/3d/platformer/player.gd index fc241ab4..09f085db 100644 --- a/3d/platformer/player.gd +++ b/3d/platformer/player.gd @@ -40,144 +40,141 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn): var ang = atan2(y,x) - if (abs(ang) < 0.001): # Too small + if abs(ang) < 0.001: # Too small return p_facing var s = sign(ang) - ang = ang*s - var turn = ang*p_adjust_rate*p_step + ang = ang * s + var turn = ang * p_adjust_rate * p_step var a - if (ang < turn): + if ang < turn: a = ang else: a = turn - ang = (ang - a)*s + ang = (ang - a) * s - return (n*cos(ang) + t*sin(ang))*p_facing.length() + return (n * cos(ang) + t * sin(ang)) * p_facing.length() func _physics_process(delta): var lv = linear_velocity - var g = Vector3(0,-9.8,0) + var g = Vector3(0, -9.8, 0) # var d = 1.0 - delta*state.get_total_density() # if (d < 0): # d = 0 - lv += g*delta # Apply gravity + lv += g * delta # Apply gravity var anim = ANIM_FLOOR var up = -g.normalized() # (up is against gravity) var vv = up.dot(lv) # Vertical velocity - var hv = lv - up*vv # Horizontal velocity + var hv = lv - up * vv # Horizontal velocity var hdir = hv.normalized() # Horizontal direction var hspeed = hv.length() # Horizontal speed - - var dir = Vector3() # Where does the player intend to walk to var cam_xform = get_node("target/camera").get_global_transform() - if (Input.is_action_pressed("move_forward")): + if Input.is_action_pressed("move_forward"): dir += -cam_xform.basis[2] - if (Input.is_action_pressed("move_backwards")): + if Input.is_action_pressed("move_backwards"): dir += cam_xform.basis[2] - if (Input.is_action_pressed("move_left")): + if Input.is_action_pressed("move_left"): dir += -cam_xform.basis[0] - if (Input.is_action_pressed("move_right")): + if Input.is_action_pressed("move_right"): dir += cam_xform.basis[0] var jump_attempt = Input.is_action_pressed("jump") var shoot_attempt = Input.is_action_pressed("shoot") - var target_dir = (dir - up*dir.dot(up)).normalized() + var target_dir = (dir - up * dir.dot(up)).normalized() - if (is_on_floor()): + if is_on_floor(): var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold - if (dir.length() > 0.1 and !sharp_turn): - if (hspeed > 0.001): + if dir.length() > 0.1 and !sharp_turn: + if hspeed > 0.001: #linear_dir = linear_h_velocity/linear_vel #if (linear_vel > brake_velocity_limit and linear_dir.dot(ctarget_dir) < -cos(Math::deg2rad(brake_angular_limit))) # brake = true #else - hdir = adjust_facing(hdir, target_dir, delta, 1.0/hspeed*turn_speed, up) + hdir = adjust_facing(hdir, target_dir, delta, 1.0 / hspeed * turn_speed, up) facing_dir = hdir else: hdir = target_dir - if (hspeed < max_speed): - hspeed += accel*delta + if hspeed < max_speed: + hspeed += accel * delta else: - hspeed -= deaccel*delta - if (hspeed < 0): + hspeed -= deaccel * delta + if hspeed < 0: hspeed = 0 - hv = hdir*hspeed + hv = hdir * hspeed var mesh_xform = get_node("Armature").get_transform() var facing_mesh = -mesh_xform.basis[0].normalized() - facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized() + facing_mesh = (facing_mesh - up * facing_mesh.dot(up)).normalized() - if (hspeed>0): + if hspeed>0: facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up) var m3 = Basis(-facing_mesh, up, -facing_mesh.cross(up).normalized()).scaled(CHAR_SCALE) get_node("Armature").set_transform(Transform(m3, mesh_xform.origin)) - if (not jumping and jump_attempt): + if not jumping and jump_attempt: vv = 7.0 jumping = true get_node("sound_jump").play() else: - if (vv > 0): + if vv > 0: anim = ANIM_AIR_UP else: anim = ANIM_AIR_DOWN var hs - if (dir.length() > 0.1): - hv += target_dir*(accel*0.2)*delta + if dir.length() > 0.1: + hv += target_dir * (accel * 0.2) * delta if (hv.length() > max_speed): hv = hv.normalized()*max_speed else: - if (air_idle_deaccel): - hspeed = hspeed - (deaccel*0.2)*delta - if (hspeed < 0): + if air_idle_deaccel: + hspeed = hspeed - (deaccel * 0.2) * delta + if hspeed < 0: hspeed = 0 - - hv = hdir*hspeed + hv = hdir * hspeed - if (jumping and vv < 0): + if jumping and vv < 0: jumping = false lv = hv + up*vv - if (is_on_floor()): + if is_on_floor(): movement_dir = lv linear_velocity = move_and_slide(lv,-g.normalized()) - if (shoot_blend > 0): - shoot_blend -= delta*SHOOT_SCALE + if shoot_blend > 0: + shoot_blend -= delta * SHOOT_SCALE if (shoot_blend < 0): shoot_blend = 0 - if (shoot_attempt and not prev_shoot): + if shoot_attempt and not prev_shoot: shoot_blend = SHOOT_TIME var bullet = preload("res://bullet.scn").instance() bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized()) get_parent().add_child(bullet) - bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20) + bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized() * 20) bullet.add_collision_exception_with(self) # Add it to bullet get_node("sound_shoot").play() prev_shoot = shoot_attempt - if (is_on_floor()): - get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed/max_speed) + if is_on_floor(): + get_node("AnimationTreePlayer").blend2_node_set_amount("walk", hspeed / max_speed) get_node("AnimationTreePlayer").transition_node_set_current("state", anim) get_node("AnimationTreePlayer").blend2_node_set_amount("gun", min(shoot_blend, 1.0)) diff --git a/3d/truck_town/vehicle.gd b/3d/truck_town/vehicle.gd index 2ae7ee60..45870dac 100644 --- a/3d/truck_town/vehicle.gd +++ b/3d/truck_town/vehicle.gd @@ -10,30 +10,30 @@ var steer_target = 0 export var engine_force_value = 40 func _physics_process(delta): - if (Input.is_action_pressed("ui_left")): + if Input.is_action_pressed("ui_left"): steer_target = STEER_LIMIT - elif (Input.is_action_pressed("ui_right")): + elif Input.is_action_pressed("ui_right"): steer_target = -STEER_LIMIT else: steer_target = 0 - if (Input.is_action_pressed("ui_up")): + if Input.is_action_pressed("ui_up"): engine_force = engine_force_value else: engine_force = 0 - if (Input.is_action_pressed("ui_down")): + if Input.is_action_pressed("ui_down"): brake = 1 else: brake = 0.0 - if (steer_target < steer_angle): - steer_angle -= STEER_SPEED*delta - if (steer_target > steer_angle): + if steer_target < steer_angle: + steer_angle -= STEER_SPEED * delta + if steer_target > steer_angle: steer_angle = steer_target - elif (steer_target > steer_angle): - steer_angle += STEER_SPEED*delta - if (steer_target < steer_angle): + elif steer_target > steer_angle: + steer_angle += STEER_SPEED * delta + if steer_target < steer_angle: steer_angle = steer_target steering = steer_angle diff --git a/misc/joypads/joypads.gd b/misc/joypads/joypads.gd index 5455fd6b..340d1656 100644 --- a/misc/joypads/joypads.gd +++ b/misc/joypads/joypads.gd @@ -29,11 +29,11 @@ func _physics_process(delta): get_node("axes/axis_prog" + str(axis)).set_value(100*axis_value) get_node("axes/axis_val" + str(axis)).set_text(str(axis_value)) # Show joypad direction indicators - if (axis <= JOY_ANALOG_RY): - if (abs(axis_value) < DEADZONE): + if axis <= JOY_ANALOG_RY: + if abs(axis_value) < DEADZONE: get_node("diagram/axes/" + str(axis) + "+").hide() get_node("diagram/axes/" + str(axis) + "-").hide() - elif (axis_value > 0): + elif axis_value > 0: get_node("diagram/axes/" + str(axis) + "+").show() get_node("diagram/axes/" + str(axis) + "-").hide() else: @@ -42,7 +42,7 @@ func _physics_process(delta): # Loop through the buttons and highlight the ones that are pressed for btn in range(JOY_BUTTON_0, JOY_BUTTON_MAX): - if (Input.is_joy_button_pressed(joy_num, btn)): + if Input.is_joy_button_pressed(joy_num, btn): get_node("buttons/btn" + str(btn)).add_color_override("font_color", Color(1, 1, 1, 1)) get_node("diagram/buttons/" + str(btn)).show() else: diff --git a/misc/sensors/main.gd b/misc/sensors/main.gd index 9161c141..c3b19d0b 100644 --- a/misc/sensors/main.gd +++ b/misc/sensors/main.gd @@ -19,7 +19,7 @@ func get_basis_for_arrow(p_vector): # get an arbitrary vector we can use to calculate our other two vectors var v = Vector3(1.0, 0.0, 0.0) - if (abs(v.dot(rotate.y)) > 0.9): + if abs(v.dot(rotate.y)) > 0.9: v = Vector3(0.0, 1.0, 0.0) # use our vector to get a vector perpendicular to our two vectors @@ -82,7 +82,7 @@ func drift_correction(p_basis, p_grav): var dot = p_basis.y.dot(real_up) # if our dot is 1.0 we're good - if (dot < 1.0): + if dot < 1.0: # the cross between our two vectors gives us a vector perpendicular to our two vectors var axis = p_basis.y.cross(real_up).normalized() var correction = Basis(axis, acos(dot)) @@ -138,4 +138,3 @@ func _process(delta): gyro_and_grav.transform.basis = drift_correction(new_basis, grav) - diff --git a/misc/threads/thread.gd b/misc/threads/thread.gd index 56eedde1..3c8846c5 100644 --- a/misc/threads/thread.gd +++ b/misc/threads/thread.gd @@ -22,7 +22,7 @@ func _bg_load_done(): func _on_load_pressed(): - if (thread.is_active()): + if thread.is_active(): # Already working return print("START THREAD!") diff --git a/misc/tween/main.gd b/misc/tween/main.gd index 1fb1f0af..0fd5bdef 100644 --- a/misc/tween/main.gd +++ b/misc/tween/main.gd @@ -96,13 +96,13 @@ func reset_tween(): tween.interpolate_method(sprite, "set_modulate", get_node("colors/color_from/picker").get_pick_color(), get_node("colors/color_to/picker").get_pick_color(), 2, state.trans, state.eases) tween.interpolate_property(sprite, "modulate", get_node("colors/color_to/picker").get_pick_color(), get_node("colors/color_from/picker").get_pick_color(), 2, state.trans, state.eases, 2) else: - sprite.set_modulate(Color(1,1,1,1)) + sprite.set_modulate(Color(1, 1, 1, 1)) if get_node("modes/scale").is_pressed(): tween.interpolate_method(sprite, "set_scale", Vector2(0.5, 0.5), Vector2(1.5, 1.5), 2, state.trans, state.eases) tween.interpolate_property(sprite, "scale", Vector2(1.5, 1.5), Vector2(0.5, 0.5), 2, state.trans, state.eases, 2) else: - sprite.set_scale(Vector2(1,1)) + sprite.set_scale(Vector2(1, 1)) if get_node("modes/rotate").is_pressed(): tween.interpolate_method(sprite, "set_rotation_degrees", 0, 360, 2, state.trans, state.eases) @@ -144,7 +144,7 @@ func _on_tween_step(object, key, elapsed, value): var tween = get_node("tween") var runtime = tween.get_runtime() - var ratio = 100*(elapsed/runtime) + var ratio = 100 * (elapsed / runtime) timeline.set_value(ratio) @@ -154,7 +154,7 @@ func _on_timeline_value_changed(value): var tween = get_node("tween") var runtime = tween.get_runtime() - tween.seek(runtime*value/100) + tween.seek(runtime * value / 100) func on_callback(arg): diff --git a/misc/window_management/control.gd b/misc/window_management/control.gd index ceabab65..b95bd672 100644 --- a/misc/window_management/control.gd +++ b/misc/window_management/control.gd @@ -8,21 +8,21 @@ onready var observer = $"../Observer" func _physics_process(delta): var modetext = "Mode:\n" - if (OS.is_window_fullscreen()): + if OS.is_window_fullscreen(): modetext += "Fullscreen\n" else: modetext += "Windowed\n" - if (!OS.is_window_resizable()): + if !OS.is_window_resizable(): modetext += "FixedSize\n" - if (OS.is_window_minimized()): + if OS.is_window_minimized(): modetext += "Minimized\n" - if (OS.is_window_maximized()): + if OS.is_window_maximized(): modetext += "Maximized\n" - if (Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED): + if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: modetext += "MouseGrab\n" $Label_MouseModeCaptured_KeyInfo.show() else: @@ -38,7 +38,7 @@ func _physics_process(delta): $Label_Screen0_Position.text = str("Screen0 Position:\n", OS.get_screen_position()) $Label_Screen0_DPI.text = str("Screen0 DPI:\n", OS.get_screen_dpi()) - if (OS.get_screen_count() > 1): + if OS.get_screen_count() > 1: $Button_Screen0.show() $Button_Screen1.show() $Label_Screen1_Resolution.show() @@ -65,58 +65,58 @@ func _physics_process(delta): func check_wm_api(): var s = "" - if (!OS.has_method("get_screen_count")): + if !OS.has_method("get_screen_count"): s += " - get_screen_count()\n" - if (!OS.has_method("get_current_screen")): + if !OS.has_method("get_current_screen"): s += " - get_current_screen()\n" - if (!OS.has_method("set_current_screen")): + if !OS.has_method("set_current_screen"): s += " - set_current_screen()\n" - if (!OS.has_method("get_screen_position")): + if !OS.has_method("get_screen_position"): s += " - get_screen_position()\n" - if (!OS.has_method("get_screen_size")): + if !OS.has_method("get_screen_size"): s += " - get_screen_size()\n" - if (!OS.has_method("get_window_position")): + if !OS.has_method("get_window_position"): s += " - get_window_position()\n" - if (!OS.has_method("set_window_position")): + if !OS.has_method("set_window_position"): s += " - set_window_position()\n" - if (!OS.has_method("get_window_size")): + if !OS.has_method("get_window_size"): s += " - get_window_size()\n" - if (!OS.has_method("set_window_size")): + if !OS.has_method("set_window_size"): s += " - set_window_size()\n" - if (!OS.has_method("set_window_fullscreen")): + if !OS.has_method("set_window_fullscreen"): s += " - set_window_fullscreen()\n" - if (!OS.has_method("is_window_fullscreen")): + if !OS.has_method("is_window_fullscreen"): s += " - is_window_fullscreen()\n" - if (!OS.has_method("set_window_resizable")): + if !OS.has_method("set_window_resizable"): s += " - set_window_resizable()\n" - if (!OS.has_method("is_window_resizable")): + if !OS.has_method("is_window_resizable"): s += " - is_window_resizable()\n" - if (!OS.has_method("set_window_minimized")): + if !OS.has_method("set_window_minimized"): s += " - set_window_minimized()\n" - if (!OS.has_method("is_window_minimized")): + if !OS.has_method("is_window_minimized"): s += " - is_window_minimized()\n" - if (!OS.has_method("set_window_maximized")): + if !OS.has_method("set_window_maximized"): s += " - set_window_maximized()\n" - if (!OS.has_method("is_window_maximized")): + if !OS.has_method("is_window_maximized"): s += " - is_window_maximized()\n" - if (s.length() == 0): + if s.length() == 0: return true else: $"ImplementationDialog/Text".text += s @@ -125,16 +125,16 @@ func check_wm_api(): func _ready(): - if (not check_wm_api()): + if not check_wm_api(): set_physics_process(false) set_process_input(false) func _input(event): - if (event is InputEventMouseMotion): + if event is InputEventMouseMotion: mousepos = event.position - if (event is InputEventKey): + if event is InputEventKey: if Input.is_action_pressed("mouse_mode_visible"): observer.state = observer.STATE_MENU _on_Button_MouseModeVisible_pressed() @@ -164,28 +164,28 @@ func _on_Button_Screen1_pressed(): func _on_Button_Fullscreen_pressed(): - if (OS.is_window_fullscreen()): + if OS.is_window_fullscreen(): OS.set_window_fullscreen(false) else: OS.set_window_fullscreen(true) func _on_Button_FixedSize_pressed(): - if (OS.is_window_resizable()): + if OS.is_window_resizable(): OS.set_window_resizable(false) else: OS.set_window_resizable(true) func _on_Button_Minimized_pressed(): - if (OS.is_window_minimized()): + if OS.is_window_minimized(): OS.set_window_minimized(false) else: OS.set_window_minimized(true) func _on_Button_Maximized_pressed(): - if (OS.is_window_maximized()): + if OS.is_window_maximized(): OS.set_window_maximized(false) else: OS.set_window_maximized(true) diff --git a/networking/multiplayer_bomber/bomb.gd b/networking/multiplayer_bomber/bomb.gd index 7fe1320f..2318d92e 100644 --- a/networking/multiplayer_bomber/bomb.gd +++ b/networking/multiplayer_bomber/bomb.gd @@ -5,18 +5,18 @@ var from_player # Called from the animation func explode(): - if (not is_network_master()): + if not is_network_master(): # But will call explosion only on master return for p in in_area: - if (p.has_method("exploded")): + if p.has_method("exploded"): p.rpc("exploded", from_player) # Exploded has a master keyword, so it will only be received by the master func done(): queue_free() func _on_bomb_body_enter(body): - if (not body in in_area): + if not body in in_area: in_area.append(body) func _on_bomb_body_exit(body): diff --git a/networking/multiplayer_bomber/gamestate.gd b/networking/multiplayer_bomber/gamestate.gd index e1f4cf65..43ea7bf5 100644 --- a/networking/multiplayer_bomber/gamestate.gd +++ b/networking/multiplayer_bomber/gamestate.gd @@ -27,8 +27,8 @@ func _player_connected(id): # Callback from SceneTree func _player_disconnected(id): - if (get_tree().is_network_server()): - if (has_node("/root/world")): # Game is in progress + if get_tree().is_network_server(): + if has_node("/root/world"): # Game is in progress emit_signal("game_error", "Player " + players[id] + " disconnected") end_game() else: # Game is not in progress @@ -57,7 +57,7 @@ func _connected_fail(): # Lobby management functions remote func register_player(id, new_player_name): - if (get_tree().is_network_server()): + if get_tree().is_network_server(): # If we are the server, let everyone know about the new player rpc_id(id, "register_player", 1, player_name) # Send myself to new dude for p_id in players: # Then, for each remote player @@ -88,7 +88,7 @@ remote func pre_start_game(spawn_points): player.position=spawn_pos player.set_network_master(p_id) #set unique id as master - if (p_id == get_tree().get_network_unique_id()): + if p_id == get_tree().get_network_unique_id(): # If node for this peer id, set name player.set_player_name(player_name) else: @@ -102,7 +102,7 @@ remote func pre_start_game(spawn_points): for pn in players: world.get_node("score").add_player(pn, players[pn]) - if (not get_tree().is_network_server()): + if not get_tree().is_network_server(): # Tell server we are ready to start rpc_id(1, "ready_to_start", get_tree().get_network_unique_id()) elif players.size() == 0: @@ -116,10 +116,10 @@ var players_ready = [] remote func ready_to_start(id): assert(get_tree().is_network_server()) - if (not id in players_ready): + if not id in players_ready: players_ready.append(id) - if (players_ready.size() == players.size()): + if players_ready.size() == players.size(): for p in players: rpc_id(p, "post_start_game") post_start_game() @@ -159,7 +159,7 @@ func begin_game(): pre_start_game(spawn_points) func end_game(): - if (has_node("/root/world")): # Game is in progress + if has_node("/root/world"): # Game is in progress # End it get_node("/root/world").queue_free() diff --git a/networking/multiplayer_bomber/lobby.gd b/networking/multiplayer_bomber/lobby.gd index b6887b6c..780f4036 100644 --- a/networking/multiplayer_bomber/lobby.gd +++ b/networking/multiplayer_bomber/lobby.gd @@ -9,31 +9,31 @@ func _ready(): gamestate.connect("game_error", self, "_on_game_error") func _on_host_pressed(): - if (get_node("connect/name").text == ""): - get_node("connect/error_label").text="Invalid name!" + if get_node("connect/name").text == "": + get_node("connect/error_label").text = "Invalid name!" return get_node("connect").hide() get_node("players").show() - get_node("connect/error_label").text="" + get_node("connect/error_label").text = "" var player_name = get_node("connect/name").text gamestate.host_game(player_name) refresh_lobby() func _on_join_pressed(): - if (get_node("connect/name").text == ""): - get_node("connect/error_label").text="Invalid name!" + if get_node("connect/name").text == "": + get_node("connect/error_label").text = "Invalid name!" return var ip = get_node("connect/ip").text - if (not ip.is_valid_ip_address()): - get_node("connect/error_label").text="Invalid IPv4 address!" + if not ip.is_valid_ip_address(): + get_node("connect/error_label").text = "Invalid IPv4 address!" return get_node("connect/error_label").text="" - get_node("connect/host").disabled=true - get_node("connect/join").disabled=true + get_node("connect/host").disabled = true + get_node("connect/join").disabled = true var player_name = get_node("connect/name").text gamestate.join_game(ip, player_name) @@ -44,15 +44,15 @@ func _on_connection_success(): get_node("players").show() func _on_connection_failed(): - get_node("connect/host").disabled=false - get_node("connect/join").disabled=false + get_node("connect/host").disabled = false + get_node("connect/join").disabled = false get_node("connect/error_label").set_text("Connection failed.") func _on_game_ended(): show() get_node("connect").show() get_node("players").hide() - get_node("connect/host").disabled=false + get_node("connect/host").disabled = false get_node("connect/join").disabled func _on_game_error(errtxt): @@ -67,7 +67,7 @@ func refresh_lobby(): for p in players: get_node("players/list").add_item(p) - get_node("players/start").disabled=not get_tree().is_network_server() + get_node("players/start").disabled = not get_tree().is_network_server() func _on_start_pressed(): gamestate.begin_game() diff --git a/networking/multiplayer_bomber/player.gd b/networking/multiplayer_bomber/player.gd index 3880e271..06f5a5ee 100644 --- a/networking/multiplayer_bomber/player.gd +++ b/networking/multiplayer_bomber/player.gd @@ -11,7 +11,7 @@ export var stunned = false sync func setup_bomb(bomb_name, pos, by_who): var bomb = preload("res://bomb.tscn").instance() bomb.set_name(bomb_name) # Ensure unique name for the bomb - bomb.position=pos + bomb.position = pos bomb.from_player = by_who # No need to set network mode to bomb, will be owned by master by default get_node("../..").add_child(bomb) @@ -23,23 +23,23 @@ var bomb_index = 0 func _physics_process(delta): var motion = Vector2() - if (is_network_master()): - if (Input.is_action_pressed("move_left")): + if is_network_master(): + if Input.is_action_pressed("move_left"): motion += Vector2(-1, 0) - if (Input.is_action_pressed("move_right")): + if Input.is_action_pressed("move_right"): motion += Vector2(1, 0) - if (Input.is_action_pressed("move_up")): + if Input.is_action_pressed("move_up"): motion += Vector2(0, -1) - if (Input.is_action_pressed("move_down")): + if Input.is_action_pressed("move_down"): motion += Vector2(0, 1) var bombing = Input.is_action_pressed("set_bomb") - if (stunned): + if stunned: bombing = false motion = Vector2() - if (bombing and not prev_bombing): + if bombing and not prev_bombing: var bomb_name = get_name() + str(bomb_index) var bomb_pos = position rpc("setup_bomb", bomb_name, bomb_pos, get_tree().get_network_unique_id()) @@ -49,36 +49,36 @@ func _physics_process(delta): rset("slave_motion", motion) rset("slave_pos", position) else: - position=slave_pos + position = slave_pos motion = slave_motion var new_anim = "standing" - if (motion.y < 0): + if motion.y < 0: new_anim = "walk_up" - elif (motion.y > 0): + elif motion.y > 0: new_anim = "walk_down" - elif (motion.x < 0): + elif motion.x < 0: new_anim = "walk_left" - elif (motion.x > 0): + elif motion.x > 0: new_anim = "walk_right" - if (stunned): + if stunned: new_anim = "stunned" - if (new_anim != current_anim): + if new_anim != current_anim: current_anim = new_anim get_node("anim").play(current_anim) # FIXME: Use move_and_slide - move_and_slide(motion*MOTION_SPEED) - if (not is_network_master()): + move_and_slide(motion * MOTION_SPEED) + if not is_network_master(): slave_pos = position # To avoid jitter slave func stun(): stunned = true master func exploded(by_who): - if (stunned): + if stunned: return rpc("stun") # Stun slaves stun() # Stun master - could use sync to do both at once diff --git a/networking/multiplayer_bomber/score.gd b/networking/multiplayer_bomber/score.gd index 5e098835..d146c8b6 100644 --- a/networking/multiplayer_bomber/score.gd +++ b/networking/multiplayer_bomber/score.gd @@ -4,11 +4,11 @@ var player_labels = {} func _process(delta): var rocks_left = get_node("../rocks").get_child_count() - if (rocks_left == 0): + if rocks_left == 0: var winner_name = "" var winner_score = 0 for p in player_labels: - if (player_labels[p].score > winner_score): + if player_labels[p].score > winner_score: winner_score = player_labels[p].score winner_name = player_labels[p].name diff --git a/networking/multiplayer_pong/ball.gd b/networking/multiplayer_pong/ball.gd index af4c2a25..885a32f1 100644 --- a/networking/multiplayer_pong/ball.gd +++ b/networking/multiplayer_pong/ball.gd @@ -1,72 +1,68 @@ - extends Area2D -const DEFAULT_SPEED=80 +const DEFAULT_SPEED = 80 -var direction = Vector2(1,0) +var direction = Vector2(1, 0) var ball_speed = DEFAULT_SPEED -var stopped=false - +var stopped = false onready var screen_size = get_viewport_rect().size + sync func _reset_ball(for_left): - position = screen_size /2 - if (for_left): - direction = Vector2(-1,0) + if for_left: + direction = Vector2(-1, 0) else: - direction = Vector2( 1,0) + direction = Vector2(1, 0) ball_speed = DEFAULT_SPEED -sync func stop(): - stopped=true -func _process(delta): - +sync func stop(): + stopped = true + + +func _process(delta): # ball will move normally for both players # even if it's sightly out of sync between them # so each player sees the motion as smooth and not jerky - if (not stopped): + if not stopped: translate( direction * ball_speed * delta ) # check screen bounds to make ball bounce var ball_pos = position - if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)): + if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0): direction.y = -direction.y - if (is_network_master()): + if is_network_master(): # only master will decide when the ball is out in the left side (it's own side) # this makes the game playable even if latency is high and ball is going fast # otherwise ball might be out in the other player's screen but not this one - if (ball_pos.x < 0 ): - get_parent().rpc("update_score",false) - rpc("_reset_ball",false) + if ball_pos.x < 0: + get_parent().rpc("update_score", false) + rpc("_reset_ball", false) else: # only the slave will decide when the ball is out in the right side (it's own side) # this makes the game playable even if latency is high and ball is going fast # otherwise ball might be out in the other player's screen but not this one - if (ball_pos.x > screen_size.x): - get_parent().rpc("update_score",true) - rpc("_reset_ball",true) + if ball_pos.x > screen_size.x: + get_parent().rpc("update_score", true) + rpc("_reset_ball", true) -sync func bounce(left,random): - +sync func bounce(left, random): #using sync because both players can make it bounce - if (left): + if left: direction.x = abs(direction.x) else: direction.x = -abs(direction.x) ball_speed *= 1.1 - direction.y = random*2.0 - 1 + direction.y = random * 2.0 - 1 direction = direction.normalized() - - diff --git a/networking/multiplayer_pong/lobby.gd b/networking/multiplayer_pong/lobby.gd index d560c10a..8e913b12 100644 --- a/networking/multiplayer_pong/lobby.gd +++ b/networking/multiplayer_pong/lobby.gd @@ -1,4 +1,3 @@ - extends Control const DEFAULT_PORT = 8910 # some random number, pick your port properly @@ -9,14 +8,14 @@ const DEFAULT_PORT = 8910 # some random number, pick your port properly func _player_connected(id): #someone connected, start the game! var pong = load("res://pong.tscn").instance() - pong.connect("game_finished",self,"_end_game",[],CONNECT_DEFERRED) # connect deferred so we can safely erase it from the callback + pong.connect("game_finished", self, "_end_game", [], CONNECT_DEFERRED) # connect deferred so we can safely erase it from the callback get_tree().get_root().add_child(pong) hide() func _player_disconnected(id): - if (get_tree().is_network_server()): + if get_tree().is_network_server(): _end_game("Client disconnected") else: _end_game("Server disconnected") @@ -42,7 +41,7 @@ func _server_disconnected(): ##### Game creation functions ###### func _end_game(with_error=""): - if (has_node("/root/pong")): + if has_node("/root/pong"): #erase pong scene get_node("/root/pong").free() # erase immediately, otherwise network might show errors (this is why we connected deferred above) show() @@ -52,11 +51,11 @@ func _end_game(with_error=""): get_node("panel/join").set_disabled(false) get_node("panel/host").set_disabled(false) - _set_status(with_error,false) + _set_status(with_error, false) -func _set_status(text,isok): +func _set_status(text, isok): #simple way to show status - if (isok): + if isok: get_node("panel/status_ok").set_text(text) get_node("panel/status_fail").set_text("") else: @@ -64,11 +63,10 @@ func _set_status(text,isok): get_node("panel/status_fail").set_text(text) func _on_host_pressed(): - var host = NetworkedMultiplayerENet.new() host.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER) - var err = host.create_server(DEFAULT_PORT,1) # max: 1 peer, since it's a 2 players game - if (err!=OK): + var err = host.create_server(DEFAULT_PORT, 1) # max: 1 peer, since it's a 2 players game + if err != OK: #is another server running? _set_status("Can't host, address in use.",false) return @@ -76,31 +74,29 @@ func _on_host_pressed(): get_tree().set_network_peer(host) get_node("panel/join").set_disabled(true) get_node("panel/host").set_disabled(true) - _set_status("Waiting for player..",true) + _set_status("Waiting for player..", true) func _on_join_pressed(): - var ip = get_node("panel/address").get_text() - if (not ip.is_valid_ip_address()): - _set_status("IP address is invalid",false) + if not ip.is_valid_ip_address(): + _set_status("IP address is invalid", false) return var host = NetworkedMultiplayerENet.new() host.set_compression_mode(NetworkedMultiplayerENet.COMPRESS_RANGE_CODER) - host.create_client(ip,DEFAULT_PORT) + host.create_client(ip, DEFAULT_PORT) get_tree().set_network_peer(host) - _set_status("Connecting..",true) - + _set_status("Connecting..", true) ### INITIALIZER #### func _ready(): # connect all the callbacks related to networking - get_tree().connect("network_peer_connected",self,"_player_connected") - get_tree().connect("network_peer_disconnected",self,"_player_disconnected") - get_tree().connect("connected_to_server",self,"_connected_ok") - get_tree().connect("connection_failed",self,"_connected_fail") - get_tree().connect("server_disconnected",self,"_server_disconnected") + get_tree().connect("network_peer_connected", self, "_player_connected") + get_tree().connect("network_peer_disconnected", self, "_player_disconnected") + get_tree().connect("connected_to_server", self, "_connected_ok") + get_tree().connect("connection_failed", self, "_connected_fail") + get_tree().connect("server_disconnected", self, "_server_disconnected") diff --git a/networking/multiplayer_pong/paddle.gd b/networking/multiplayer_pong/paddle.gd index fac59911..a64ae820 100644 --- a/networking/multiplayer_pong/paddle.gd +++ b/networking/multiplayer_pong/paddle.gd @@ -5,62 +5,51 @@ export var left=false const MOTION_SPEED=150 var motion = 0 -var you_hidden=false +var you_hidden = false onready var screen_size = get_viewport_rect().size #synchronize position and speed to the other peers -slave func set_pos_and_motion(p_pos,p_motion): - position=p_pos - motion=p_motion +slave func set_pos_and_motion(p_pos, p_motion): + position = p_pos + motion = p_motion func _hide_you_label(): - you_hidden=true + you_hidden = true get_node("you").hide() func _process(delta): - #is the master of the paddle - if (is_network_master()): - + if is_network_master(): motion = 0 - if (Input.is_action_pressed("move_up")): + if Input.is_action_pressed("move_up"): motion -= 1 - elif (Input.is_action_pressed("move_down")): + elif Input.is_action_pressed("move_down"): motion += 1 - if (not you_hidden and motion!=0): + if not you_hidden and motion != 0: _hide_you_label() - - - motion*=MOTION_SPEED + + motion *= MOTION_SPEED #using unreliable to make sure position is updated as fast as possible, even if one of the calls is dropped - rpc_unreliable("set_pos_and_motion",position,motion) + rpc_unreliable("set_pos_and_motion", position, motion) else: - if (not you_hidden): + if not you_hidden: _hide_you_label() - - + translate( Vector2(0,motion*delta) ) # set screen limits - var pos = position - if (pos.y < 0 ): - position = Vector2( pos.x, 0) - elif (pos.y > screen_size.y): - position = Vector2( pos.x, screen_size.y) - + if pos.y < 0: + position = Vector2(pos.x, 0) + elif pos.y > screen_size.y: + position = Vector2(pos.x, screen_size.y) func _on_paddle_area_enter( area ): - - if (is_network_master()): - area.rpc("bounce",left,randf()) #random for new direction generated on each peer - - - - + if is_network_master(): + area.rpc("bounce", left, randf()) #random for new direction generated on each peer diff --git a/networking/multiplayer_pong/pong.gd b/networking/multiplayer_pong/pong.gd index de9bb4e9..564da26a 100644 --- a/networking/multiplayer_pong/pong.gd +++ b/networking/multiplayer_pong/pong.gd @@ -1,7 +1,6 @@ - extends Node2D -const SCORE_TO_WIN=10 +const SCORE_TO_WIN = 10 var score_left = 0 var score_right = 0 @@ -9,25 +8,24 @@ var score_right = 0 signal game_finished() sync func update_score(add_to_left): - if (add_to_left): - - score_left+=1 - get_node("score_left").set_text( str(score_left) ) + if add_to_left: + score_left += 1 + get_node("score_left").set_text(str(score_left)) else: - score_right+=1 - get_node("score_right").set_text( str(score_right) ) + score_right += 1 + get_node("score_right").set_text(str(score_right)) var game_ended = false - if (score_left==SCORE_TO_WIN): + if score_left == SCORE_TO_WIN: get_node("winner_left").show() - game_ended=true - elif (score_right==SCORE_TO_WIN): + game_ended = true + elif score_right == SCORE_TO_WIN: get_node("winner_right").show() - game_ended=true + game_ended = true - if (game_ended): + if game_ended: get_node("exit_game").show() get_node("ball").rpc("stop") @@ -35,11 +33,9 @@ func _on_exit_game_pressed(): emit_signal("game_finished") func _ready(): - # by default, all nodes in server inherit from master # while all nodes in clients inherit from slave - - if (get_tree().is_network_server()): + if get_tree().is_network_server(): #if in the server, get control of player 2 to the other peeer, this function is tree recursive by default get_node("player2").set_network_master(get_tree().get_network_connected_peers()[0]) else: @@ -47,6 +43,6 @@ func _ready(): get_node("player2").set_network_master(get_tree().get_network_unique_id()) #let each paddle know which one is left, too - get_node("player1").left=true - get_node("player2").left=false - print("unique id: ",get_tree().get_network_unique_id()) + get_node("player1").left = true + get_node("player2").left = false + print("unique id: ", get_tree().get_network_unique_id()) diff --git a/plugins/custom_import_plugin/import_plugin.gd b/plugins/custom_import_plugin/import_plugin.gd index ce719d9d..87d09a0c 100644 --- a/plugins/custom_import_plugin/import_plugin.gd +++ b/plugins/custom_import_plugin/import_plugin.gd @@ -41,7 +41,7 @@ func get_option_visibility(option, options): func import(source_file, save_path, options, r_platform_variants, r_gen_files): var file = File.new() var err = file.open(source_file, File.READ) - if (err != OK): + if err != OK: return err var line = file.get_line() diff --git a/plugins/custom_material_creator/Silly_material_creator.gd b/plugins/custom_material_creator/Silly_material_creator.gd index 7212e234..d24533b1 100644 --- a/plugins/custom_material_creator/Silly_material_creator.gd +++ b/plugins/custom_material_creator/Silly_material_creator.gd @@ -20,7 +20,6 @@ func load_pressed(): func save_file_selected(path): - # Get the values from the sliders and color picker var color = get_node("ColorPicker_albedo").color var metallic = get_node("HSlider_metallic").value @@ -45,14 +44,11 @@ func save_file_selected(path): return true - func load_file_selected(path): - # Using the passed in editor interface, get the selected nodes in the editor var editor_selection = editor_interface.get_selection() var selected_nodes = editor_selection.get_selected_nodes() - var file = File.new() var SpatialMaterial_Silly = null @@ -91,7 +87,5 @@ func load_file_selected(path): else: return false - # If we somehow get here, then return false (failure) return false - diff --git a/plugins/custom_material_creator/Silly_material_resource.gd b/plugins/custom_material_creator/Silly_material_resource.gd index 008b5cf5..2e76400b 100644 --- a/plugins/custom_material_creator/Silly_material_resource.gd +++ b/plugins/custom_material_creator/Silly_material_resource.gd @@ -7,7 +7,6 @@ extends Node # # See material_import.gd for more information - var albedo_color var metallic_strength var roughness_strength @@ -58,4 +57,3 @@ func make_material(): mat.roughness = roughness_strength return mat - diff --git a/plugins/custom_material_creator/material_import.gd b/plugins/custom_material_creator/material_import.gd index a952315a..03072c70 100644 --- a/plugins/custom_material_creator/material_import.gd +++ b/plugins/custom_material_creator/material_import.gd @@ -18,7 +18,7 @@ func _enter_tree(): io_material_dialog = preload("res://addons/custom_import_plugin/Custom_material_dock.tscn").instance() io_material_dialog.editor_interface = get_editor_interface(); - add_control_to_dock( DOCK_SLOT_LEFT_UL, io_material_dialog ) + add_control_to_dock(DOCK_SLOT_LEFT_UL, io_material_dialog) func _exit_tree(): - remove_control_from_docks(io_material_dialog) \ No newline at end of file + remove_control_from_docks(io_material_dialog) diff --git a/viewport/2d_in_3d/pong.gd b/viewport/2d_in_3d/pong.gd index da7b3cab..b8e8b51d 100644 --- a/viewport/2d_in_3d/pong.gd +++ b/viewport/2d_in_3d/pong.gd @@ -21,18 +21,18 @@ func _process(delta): ball_pos += direction * ball_speed * delta # Flip when touching roof or floor - if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)): + if (ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0): direction.y = -direction.y # Flip, change direction and increase speed when touching pads - if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)): + if (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0): direction.x = -direction.x ball_speed *= 1.1 direction.y = randf() * 2.0 - 1 direction = direction.normalized() # Check gameover - if (ball_pos.x < 0 or ball_pos.x > screen_size.x): + if ball_pos.x < 0 or ball_pos.x > screen_size.x: ball_pos = screen_size * 0.5 ball_speed = INITIAL_BALL_SPEED direction = Vector2(-1, 0) @@ -42,18 +42,18 @@ func _process(delta): # Move left pad var left_pos = get_node("left").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 - 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 get_node("left").set_position(left_pos) # Move right pad var right_pos = get_node("right").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 - 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 get_node("right").set_position(right_pos) diff --git a/viewport/3d_in_2d/3D_in_2D.gd b/viewport/3d_in_2d/3D_in_2D.gd index c5f2a736..abcdbcbd 100644 --- a/viewport/3d_in_2d/3D_in_2D.gd +++ b/viewport/3d_in_2d/3D_in_2D.gd @@ -6,9 +6,9 @@ var sprite = null var viewport_sprite = null # variables for the sprite animation -const MAX_FRAME_FOR_SPITE = 4 +const MAX_FRAME_FOR_SPRITE = 4 const FRAME_SWITCH_TIME = 0.2 -var frame_swtich_timer = 0 +var frame_switch_timer = 0 func _ready(): viewport = get_node("Viewport") @@ -28,9 +28,9 @@ func _ready(): # Simple frame based animation func _process(delta): - frame_swtich_timer += delta - if (frame_swtich_timer >= FRAME_SWITCH_TIME): - frame_swtich_timer -= FRAME_SWITCH_TIME + frame_switch_timer += delta + if frame_switch_timer >= FRAME_SWITCH_TIME: + frame_switch_timer -= FRAME_SWITCH_TIME sprite.frame += 1 - if (sprite.frame > MAX_FRAME_FOR_SPITE): + if sprite.frame > MAX_FRAME_FOR_SPRITE: sprite.frame = 0 diff --git a/viewport/gui_in_3d/gui_3d.gd b/viewport/gui_in_3d/gui_3d.gd index f2c5c913..be6420e9 100644 --- a/viewport/gui_in_3d/gui_3d.gd +++ b/viewport/gui_in_3d/gui_3d.gd @@ -1,4 +1,3 @@ - extends Spatial # Member variables @@ -12,12 +11,12 @@ func _input(event): var is_mouse_event = false var mouse_events = [InputEventMouseButton, InputEventMouseMotion, InputEventScreenDrag, InputEventScreenTouch] for mouse_event in mouse_events: - if (event is mouse_event): + if event is mouse_event: is_mouse_event = true break # If it is, then pass the event to the viewport - if (is_mouse_event == false): + if is_mouse_event == false: viewport.input(event) @@ -26,7 +25,7 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx): # Use click pos (click in 3d space, convert to area space) var pos = get_node("Area").get_global_transform().affine_inverse() # the click pos is not zero, then use it to convert from 3D space to area space - if (click_pos.x != 0 or click_pos.y != 0 or click_pos.z != 0): + if click_pos.x != 0 or click_pos.y != 0 or click_pos.z != 0: pos *= click_pos last_click_pos = click_pos else: @@ -34,7 +33,7 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx): # and move it according to the relative position of the event. # NOTE: this is not an exact 1-1 conversion, but it's pretty close pos *= last_click_pos - if (event is InputEventMouseMotion or event is InputEventScreenDrag): + if event is InputEventMouseMotion or event is InputEventScreenDrag: pos.x += event.relative.x / viewport.size.x pos.y += event.relative.y / viewport.size.y last_click_pos = pos @@ -55,9 +54,9 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx): # Set the position in event event.position = pos event.global_position = pos - if (prev_pos == null): + if not prev_pos: prev_pos = pos - if (event is InputEventMouseMotion): + if event is InputEventMouseMotion: event.relative = pos - prev_pos prev_pos = pos @@ -68,4 +67,4 @@ func _on_area_input_event(camera, event, click_pos, click_normal, shape_idx): func _ready(): viewport = get_node("Viewport") get_node("Area").connect("input_event", self, "_on_area_input_event") - \ No newline at end of file +