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Improve style in many demos (#1263)

Aaron Franke 2 luni în urmă
părinte
comite
520b4a7870
100 a modificat fișierele cu 516 adăugiri și 427 ștergeri
  1. 4 4
      2d/bullet_shower/player.gd
  2. 1 1
      2d/custom_drawing/animation.gd
  3. 3 1
      2d/custom_drawing/animation_slice.gd
  4. 1 1
      2d/custom_drawing/lines.gd
  5. 1 1
      2d/custom_drawing/polygons.gd
  6. 1 1
      2d/custom_drawing/rectangles.gd
  7. 1 1
      2d/custom_drawing/text.gd
  8. 1 1
      2d/custom_drawing/textures.gd
  9. 1 1
      2d/dynamic_tilemap_layers/level/tile_map.gd
  10. 2 2
      2d/finite_state_machine/debug/states_stack_displayer.gd
  11. 1 1
      2d/finite_state_machine/player/weapon/sword.gd
  12. 1 1
      2d/finite_state_machine/state_machine/state_machine.gd
  13. 6 4
      2d/glow/beach_cave.gd
  14. 6 4
      2d/instancing/ball_factory.gd
  15. 5 5
      2d/lights_and_shadows/light_shadows.gd
  16. 4 2
      2d/navigation/character.gd
  17. 5 3
      2d/navigation_astar/character.gd
  18. 8 7
      2d/particles/pause.gd
  19. 1 1
      2d/physics_platformer/coin/coin.gd
  20. 1 1
      2d/physics_platformer/enemy/enemy.gd
  21. 1 1
      2d/physics_platformer/player/bullet.gd
  22. 6 6
      2d/physics_platformer/player/player.gd
  23. 4 4
      2d/physics_tests/test.gd
  24. 2 2
      2d/physics_tests/tests.gd
  25. 13 12
      2d/physics_tests/tests/functional/test_character.gd
  26. 11 10
      2d/physics_tests/tests/functional/test_character_pixels.gd
  27. 13 11
      2d/physics_tests/tests/functional/test_character_tilemap.gd
  28. 3 3
      2d/physics_tests/tests/functional/test_collision_pairs.gd
  29. 15 13
      2d/physics_tests/tests/functional/test_joints.gd
  30. 19 18
      2d/physics_tests/tests/functional/test_one_way_collision.gd
  31. 3 1
      2d/physics_tests/tests/functional/test_pyramid.gd
  32. 4 2
      2d/physics_tests/tests/functional/test_raycasting.gd
  33. 4 2
      2d/physics_tests/tests/functional/test_stack.gd
  34. 1 1
      2d/physics_tests/tests/performance/test_perf_broadphase.gd
  35. 1 1
      2d/physics_tests/tests/performance/test_perf_contacts.gd
  36. 3 2
      2d/physics_tests/tests_menu.gd
  37. 5 5
      2d/physics_tests/utils/characterbody_controller.gd
  38. 1 1
      2d/physics_tests/utils/label_engine.gd
  39. 1 1
      2d/physics_tests/utils/label_test.gd
  40. 1 1
      2d/physics_tests/utils/option_menu.gd
  41. 3 3
      2d/physics_tests/utils/rigidbody_controller.gd
  42. 5 5
      2d/physics_tests/utils/rigidbody_pick.gd
  43. 1 1
      2d/physics_tests/utils/scroll_log.gd
  44. 3 3
      2d/platformer/game.gd
  45. 4 4
      2d/platformer/player/player.gd
  46. 1 1
      2d/role_playing_game/combat/combatants/combatant.gd
  47. 2 2
      2d/role_playing_game/dialogue/dialogue_player/dialogue_player.gd
  48. 1 1
      2d/role_playing_game/grid_movement/pawns/pawn.gd
  49. 1 1
      2d/role_playing_game/grid_movement/pawns/walker.gd
  50. 3 3
      2d/skeleton/player/player.gd
  51. 10 9
      3d/antialiasing/anti_aliasing.gd
  52. 13 12
      3d/csg/csg.gd
  53. 11 9
      3d/decals/tester.gd
  54. 6 5
      3d/global_illumination/camera.gd
  55. 5 5
      3d/global_illumination/test.gd
  56. 2 2
      3d/graphics_settings/settings.gd
  57. 17 16
      3d/labels_and_texts/3d_labels_and_texts.gd
  58. 2 2
      3d/labels_and_texts/label_3d_layout.gd
  59. 9 8
      3d/lights_and_shadows/tester.gd
  60. 10 8
      3d/material_testers/tester.gd
  61. 2 2
      3d/navigation/character.gd
  62. 8 6
      3d/navigation/navmesh.gd
  63. 7 5
      3d/occlusion_culling_mesh_lod/camera.gd
  64. 19 18
      3d/occlusion_culling_mesh_lod/door.gd
  65. 6 5
      3d/occlusion_culling_mesh_lod/node_3d.gd
  66. 8 8
      3d/particles/tester.gd
  67. 2 0
      3d/physical_light_camera_units/options.gd
  68. 4 4
      3d/physics_interpolation/player.gd
  69. 2 2
      3d/physics_tests/project.godot
  70. 5 3
      3d/physics_tests/test.gd
  71. 11 9
      3d/physics_tests/tests/functional/test_collision_pairs.gd
  72. 15 13
      3d/physics_tests/tests/functional/test_joints.gd
  73. 12 10
      3d/physics_tests/tests/functional/test_moving_platform.gd
  74. 5 3
      3d/physics_tests/tests/functional/test_pyramid.gd
  75. 3 2
      3d/physics_tests/tests/functional/test_raycasting.gd
  76. 4 2
      3d/physics_tests/tests/functional/test_rigidbody_ground_check.gd
  77. 5 3
      3d/physics_tests/tests/functional/test_stack.gd
  78. 13 11
      3d/physics_tests/tests/performance/test_perf_broadphase.gd
  79. 9 9
      3d/physics_tests/tests/performance/test_perf_contacts.gd
  80. 2 2
      3d/physics_tests/tests_menu.gd
  81. 9 7
      3d/physics_tests/utils/camera_orbit.gd
  82. 5 3
      3d/physics_tests/utils/characterbody_physics.gd
  83. 1 0
      3d/physics_tests/utils/container_log.gd
  84. 2 0
      3d/physics_tests/utils/control3d.gd
  85. 2 1
      3d/physics_tests/utils/label_engine.gd
  86. 1 0
      3d/physics_tests/utils/label_fps.gd
  87. 1 0
      3d/physics_tests/utils/label_pause.gd
  88. 2 1
      3d/physics_tests/utils/label_test.gd
  89. 1 0
      3d/physics_tests/utils/label_version.gd
  90. 3 1
      3d/physics_tests/utils/option_menu.gd
  91. 12 10
      3d/physics_tests/utils/rigidbody_ground_check.gd
  92. 14 12
      3d/physics_tests/utils/rigidbody_pick.gd
  93. 3 1
      3d/physics_tests/utils/scroll_log.gd
  94. 2 0
      3d/physics_tests/utils/system.gd
  95. 2 0
      3d/physics_tests/utils/system_log.gd
  96. 3 1
      3d/platformer/coin/coin.gd
  97. 13 11
      3d/platformer/enemy/enemy.gd
  98. 1 1
      3d/platformer/player/bullet/bullet.gd
  99. 7 5
      3d/platformer/player/follow_camera.gd
  100. 16 16
      3d/platformer/player/player.gd

+ 4 - 4
2d/bullet_shower/player.gd

@@ -5,7 +5,7 @@ extends Node2D
 # is less visual. Bullets are managed together in the `bullets.gd` script.
 
 ## The number of bullets currently touched by the player.
-var touching := 0
+var touching: int = 0
 
 @onready var sprite: AnimatedSprite2D = $AnimatedSprite2D
 
@@ -16,10 +16,10 @@ func _ready() -> void:
 	Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
 
 
-func _input(event: InputEvent) -> void:
+func _input(input_event: InputEvent) -> void:
 	# Getting the movement of the mouse so the sprite can follow its position.
-	if event is InputEventMouseMotion:
-		position = event.position - Vector2(0, 16)
+	if input_event is InputEventMouseMotion:
+		position = input_event.position - Vector2(0, 16)
 
 
 func _on_body_shape_entered(_body_id: RID, _body: Node2D, _body_shape_index: int, _local_shape_index: int) -> void:

+ 1 - 1
2d/custom_drawing/animation.gd

@@ -2,7 +2,7 @@
 @tool
 extends Panel
 
-var use_antialiasing := false
+var use_antialiasing: bool = false
 
 var time := 0.0
 

+ 3 - 1
2d/custom_drawing/animation_slice.gd

@@ -1,6 +1,8 @@
 extends Control
 
-var use_antialiasing := false
+
+var use_antialiasing: bool = false
+
 
 func _draw() -> void:
 	var margin := Vector2(240, 70)

+ 1 - 1
2d/custom_drawing/lines.gd

@@ -2,7 +2,7 @@
 @tool
 extends Panel
 
-var use_antialiasing := false
+var use_antialiasing: bool = false
 
 
 func _draw() -> void:

+ 1 - 1
2d/custom_drawing/polygons.gd

@@ -2,7 +2,7 @@
 @tool
 extends Panel
 
-var use_antialiasing := false
+var use_antialiasing: bool = false
 
 
 func _draw() -> void:

+ 1 - 1
2d/custom_drawing/rectangles.gd

@@ -2,7 +2,7 @@
 @tool
 extends Panel
 
-var use_antialiasing := false
+var use_antialiasing: bool = false
 
 
 func _draw() -> void:

+ 1 - 1
2d/custom_drawing/text.gd

@@ -2,7 +2,7 @@
 @tool
 extends Panel
 
-var use_antialiasing := false
+var use_antialiasing: bool = false
 
 
 func _draw() -> void:

+ 1 - 1
2d/custom_drawing/textures.gd

@@ -2,7 +2,7 @@
 @tool
 extends Panel
 
-var use_antialiasing := false
+var use_antialiasing: bool = false
 
 func _draw() -> void:
 	const ICON = preload("res://icon.svg")

+ 1 - 1
2d/dynamic_tilemap_layers/level/tile_map.gd

@@ -1,7 +1,7 @@
 extends TileMapLayer
 
 # You can have multiple layers if you make this an array.
-var player_in_secret := false
+var player_in_secret: bool = false
 var layer_alpha := 1.0
 
 

+ 2 - 2
2d/finite_state_machine/debug/states_stack_displayer.gd

@@ -3,8 +3,8 @@ extends Panel
 @onready var fsm_node: Node = get_node(^"../../Player/StateMachine")
 
 func _process(_delta: float) -> void:
-	var states_names := ""
-	var numbers := ""
+	var states_names: String = ""
+	var numbers: String = ""
 	var index := 0
 
 	for state: Node in fsm_node.states_stack:

+ 1 - 1
2d/finite_state_machine/player/weapon/sword.gd

@@ -15,7 +15,7 @@ enum AttackInputStates {
 
 var state: States = States.IDLE
 var attack_input_state := AttackInputStates.IDLE
-var ready_for_next_attack := false
+var ready_for_next_attack: bool = false
 const MAX_COMBO_COUNT = 3
 var combo_count := 0
 

+ 1 - 1
2d/finite_state_machine/state_machine/state_machine.gd

@@ -15,7 +15,7 @@ var states_map := {}
 
 var states_stack := []
 var current_state: Node = null
-var _active := false:
+var _active: bool = false:
 	set(value):
 		_active = value
 		set_active(value)

+ 6 - 4
2d/glow/beach_cave.gd

@@ -1,16 +1,18 @@
 extends Node2D
 
+
 const CAVE_LIMIT = 1000
 
 var glow_map := preload("res://glow_map.webp")
 
 @onready var cave: Node2D = $Cave
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event is InputEventMouseMotion and event.button_mask > 0:
-		cave.position.x = clampf(cave.position.x + event.screen_relative.x, -CAVE_LIMIT, 0)
 
-	if event.is_action_pressed(&"toggle_glow_map"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event is InputEventMouseMotion and input_event.button_mask > 0:
+		cave.position.x = clampf(cave.position.x + input_event.screen_relative.x, -CAVE_LIMIT, 0)
+
+	if input_event.is_action_pressed(&"toggle_glow_map"):
 		if $WorldEnvironment.environment.glow_map:
 			$WorldEnvironment.environment.glow_map = null
 			# Restore glow intensity to its default value

+ 6 - 4
2d/instancing/ball_factory.gd

@@ -1,13 +1,15 @@
 extends Node2D
 
+
 @export var ball_scene: PackedScene = preload("res://ball.tscn")
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_echo():
+
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_echo():
 		return
 
-	if event is InputEventMouseButton and event.is_pressed():
-		if event.button_index == MOUSE_BUTTON_LEFT:
+	if input_event is InputEventMouseButton and input_event.is_pressed():
+		if input_event.button_index == MOUSE_BUTTON_LEFT:
 			spawn(get_global_mouse_position())
 
 

+ 5 - 5
2d/lights_and_shadows/light_shadows.gd

@@ -1,17 +1,17 @@
 extends Node2D
 
 
-func _input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"toggle_directional_light"):
+func _input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"toggle_directional_light"):
 		$DirectionalLight2D.visible = not $DirectionalLight2D.visible
 
-	if event.is_action_pressed(&"toggle_point_lights"):
+	if input_event.is_action_pressed(&"toggle_point_lights"):
 		for point_light in get_tree().get_nodes_in_group(&"point_light"):
 			point_light.visible = not point_light.visible
 
-	if event.is_action_pressed(&"cycle_directional_light_shadows_quality"):
+	if input_event.is_action_pressed(&"cycle_directional_light_shadows_quality"):
 		$DirectionalLight2D.shadow_filter = wrapi($DirectionalLight2D.shadow_filter + 1, 0, 3)
 
-	if event.is_action_pressed(&"cycle_point_light_shadows_quality"):
+	if input_event.is_action_pressed(&"cycle_point_light_shadows_quality"):
 		for point_light in get_tree().get_nodes_in_group(&"point_light"):
 			point_light.shadow_filter = wrapi(point_light.shadow_filter + 1, 0, 3)

+ 4 - 2
2d/navigation/character.gd

@@ -1,9 +1,11 @@
 extends CharacterBody2D
 
+
 var movement_speed := 200.0
 
 @onready var navigation_agent: NavigationAgent2D = $NavigationAgent2D
 
+
 func _ready() -> void:
 	# These values need to be adjusted for the actor's speed
 	# and the navigation layout.
@@ -14,8 +16,8 @@ func _ready() -> void:
 
 # The "click" event is a custom input action defined in
 # Project > Project Settings > Input Map tab.
-func _unhandled_input(event: InputEvent) -> void:
-	if not event.is_action_pressed(&"click"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if not input_event.is_action_pressed(&"click"):
 		return
 
 	set_movement_target(get_global_mouse_position())

+ 5 - 3
2d/navigation_astar/character.gd

@@ -1,5 +1,6 @@
 extends Node2D
 
+
 const PathFindAStar = preload("./pathfind_astar.gd")
 
 enum State {
@@ -21,6 +22,7 @@ var _next_point := Vector2()
 
 @onready var _tile_map: PathFindAStar = $"../TileMapLayer"
 
+
 func _ready() -> void:
 	_change_state(State.IDLE)
 
@@ -38,14 +40,14 @@ func _physics_process(_delta: float) -> void:
 		_next_point = _path[0]
 
 
-func _unhandled_input(event: InputEvent) -> void:
+func _unhandled_input(input_event: InputEvent) -> void:
 	_click_position = get_global_mouse_position()
 	if _tile_map.is_point_walkable(_click_position):
-		if event.is_action_pressed(&"teleport_to", false, true):
+		if input_event.is_action_pressed(&"teleport_to", false, true):
 			_change_state(State.IDLE)
 			global_position = _tile_map.round_local_position(_click_position)
 			reset_physics_interpolation()
-		elif event.is_action_pressed(&"move_to"):
+		elif input_event.is_action_pressed(&"move_to"):
 			_change_state(State.FOLLOW)
 
 

+ 8 - 7
2d/particles/pause.gd

@@ -1,6 +1,7 @@
 extends Label
 
-var is_compatibility := false
+
+var is_compatibility: bool = false
 
 
 func _ready() -> void:
@@ -12,27 +13,27 @@ func _ready() -> void:
 		get_node(^"../..").environment.glow_intensity = 4.0
 
 
-func _input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"toggle_pause"):
+func _input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"toggle_pause"):
 		get_tree().paused = not get_tree().paused
 
-	if not is_compatibility and event.is_action_pressed(&"toggle_trails"):
+	if not is_compatibility and input_event.is_action_pressed(&"toggle_trails"):
 		# Particles disappear if trail type is changed while paused.
 		# Prevent changing particle type while paused to avoid confusion.
 		for particles in get_tree().get_nodes_in_group(&"trailable_particles"):
 			particles.trail_enabled = not particles.trail_enabled
 
-	if not is_compatibility and event.is_action_pressed(&"increase_trail_length"):
+	if not is_compatibility and input_event.is_action_pressed(&"increase_trail_length"):
 		# Particles disappear if trail type is changed while paused.
 		# Prevent changing particle type while paused to avoid confusion.
 		for particles in get_tree().get_nodes_in_group(&"trailable_particles"):
 			particles.trail_lifetime = clampf(particles.trail_lifetime + 0.05, 0.1, 1.0)
 
-	if not is_compatibility and event.is_action_pressed(&"decrease_trail_length"):
+	if not is_compatibility and input_event.is_action_pressed(&"decrease_trail_length"):
 		# Particles disappear if trail type is changed while paused.
 		# Prevent changing particle type while paused to avoid confusion.
 		for particles in get_tree().get_nodes_in_group(&"trailable_particles"):
 			particles.trail_lifetime = clampf(particles.trail_lifetime - 0.05, 0.1, 1.0)
 
-	if event.is_action_pressed(&"toggle_glow"):
+	if input_event.is_action_pressed(&"toggle_glow"):
 		get_node(^"../..").environment.glow_enabled = not get_node(^"../..").environment.glow_enabled

+ 1 - 1
2d/physics_platformer/coin/coin.gd

@@ -1,7 +1,7 @@
 class_name Coin
 extends Area2D
 
-var taken := false
+var taken: bool = false
 
 func _on_body_enter(body: Node2D) -> void:
 	if not taken and body is Player:

+ 1 - 1
2d/physics_platformer/enemy/enemy.gd

@@ -11,7 +11,7 @@ enum State {
 var _state := State.WALKING
 
 var direction := -1
-var anim := ""
+var anim: String = ""
 
 @onready var rc_left := $RaycastLeft as RayCast2D
 @onready var rc_right := $RaycastRight as RayCast2D

+ 1 - 1
2d/physics_platformer/player/bullet.gd

@@ -1,7 +1,7 @@
 class_name Bullet
 extends RigidBody2D
 
-var disabled := false
+var disabled: bool = false
 
 func _ready() -> void:
 	($Timer as Timer).start()

+ 6 - 6
2d/physics_platformer/player/player.gd

@@ -14,11 +14,11 @@ const MAX_FLOOR_AIRBORNE_TIME = 0.15
 const BULLET_SCENE = preload("res://player/bullet.tscn")
 const ENEMY_SCENE = preload("res://enemy/enemy.tscn")
 
-var anim := ""
-var siding_left := false
-var jumping := false
-var stopping_jump := false
-var shooting := false
+var anim: String = ""
+var siding_left: bool = false
+var jumping: bool = false
+var stopping_jump: bool = false
+var shooting: bool = false
 
 var floor_h_velocity: float = 0.0
 
@@ -55,7 +55,7 @@ func _integrate_forces(state: PhysicsDirectBodyState2D) -> void:
 	floor_h_velocity = 0.0
 
 	# Find the floor (a contact with upwards facing collision normal).
-	var found_floor := false
+	var found_floor: bool = false
 	var floor_index := -1
 
 	for contact_index in state.get_contact_count():

+ 4 - 4
2d/physics_tests/test.gd

@@ -3,17 +3,17 @@ extends Node2D
 
 signal wait_done()
 
-@export var _enable_debug_collision := true
+@export var _enable_debug_collision: bool = true
 
 var _timer: Timer
-var _timer_started := false
+var _timer_started: bool = false
 
-var _wait_physics_ticks_counter := 0
+var _wait_physics_ticks_counter: int = 0
 
 class Circle2D:
 	extends Node2D
 	var center := Vector2()
-	var radius := 0.0
+	var radius: float = 0.0
 	var color := Color()
 
 	func _draw() -> void:

+ 2 - 2
2d/physics_tests/tests.gd

@@ -1,6 +1,6 @@
 extends Node
 
-var _tests := [
+var _tests: Array[Dictionary] = [
 	{
 		"id": "Functional Tests/Shapes",
 		"path": "res://tests/functional/test_shapes.tscn",
@@ -58,5 +58,5 @@ var _tests := [
 
 func _ready() -> void:
 	var test_menu: OptionMenu = $TestsMenu
-	for test: Variant in _tests:
+	for test: Dictionary in _tests:
 		test_menu.add_test(test.id, test.path)

+ 13 - 12
2d/physics_tests/tests/functional/test_character.gd

@@ -1,6 +1,7 @@
 class_name TestCharacter
 extends Test
 
+
 enum BodyType {
 	CHARACTER_BODY,
 	CHARACTER_BODY_RAY,
@@ -20,19 +21,19 @@ const OPTION_MOVE_CHARACTER_CONSTANT_SPEED = "Move Options/Use constant speed (C
 
 @export var _initial_velocity := Vector2.ZERO
 @export var _constant_velocity := Vector2.ZERO
-@export var _motion_speed := 400.0
-@export var _gravity_force := 50.0
-@export var _jump_force := 1000.0
-@export var _snap_distance := 0.0
-@export var _floor_max_angle := 45.0
+@export var _motion_speed: float = 400.0
+@export var _gravity_force: float = 50.0
+@export var _jump_force: float = 1000.0
+@export var _snap_distance: float = 0.0
+@export var _floor_max_angle: float = 45.0
 @export var _body_type := BodyType.CHARACTER_BODY
 
 @onready var options: OptionMenu = $Options
 
-var _use_snap := true
-var _use_stop_on_slope := true
-var _use_floor_only := true
-var _use_constant_speed := false
+var _use_snap: bool = true
+var _use_stop_on_slope: bool = true
+var _use_floor_only: bool = true
+var _use_constant_speed: bool = false
 
 var _body_parent: Node = null
 var _character_body_template: CharacterBody2D = null
@@ -99,8 +100,8 @@ func _process(_delta: float) -> void:
 		label_floor.visible = false
 
 
-func _input(event: InputEvent) -> void:
-	var key_event := event as InputEventKey
+func _input(input_event: InputEvent) -> void:
+	var key_event := input_event as InputEventKey
 	if key_event and not key_event.pressed:
 		if key_event.keycode == KEY_1:
 			if _character_body_template:
@@ -180,7 +181,7 @@ func _start_test() -> void:
 		_moving_body.queue_free()
 		_moving_body = null
 
-	var test_label := "Testing: "
+	var test_label: String = "Testing: "
 
 	var template: PhysicsBody2D = null
 	match _body_type:

+ 11 - 10
2d/physics_tests/tests/functional/test_character_pixels.gd

@@ -7,12 +7,13 @@ const OPTION_TEST_CASE_DETECT_FLOOR_MOTION_CHANGES = "Test Cases/Floor detection
 const MOTION_CHANGES_DIR = Vector2(1.0, 1.0)
 const MOTION_CHANGES_SPEEDS: Array[float] = [0.5, 1.0, 2.0, 5.0, 10.0, 20.0, 50.0]
 
-var _test_floor_detection := false
-var _test_motion_changes := false
-var _floor_detected := false
-var _floor_lost := false
+var _test_floor_detection: bool = false
+var _test_motion_changes: bool = false
+var _floor_detected: bool = false
+var _floor_lost: bool = false
+
+var _failed_reason: String = ""
 
-var _failed_reason := ""
 
 func _ready() -> void:
 	super._ready()
@@ -42,11 +43,11 @@ func _physics_process(delta: float) -> void:
 			#Log.print_log("Velocity: %s" % velocity)
 
 
-func _input(event: InputEvent) -> void:
-	super._input(event)
+func _input(input_event: InputEvent) -> void:
+	super._input(input_event)
 
-	if event is InputEventKey and not event.pressed:
-		if event.keycode == KEY_0:
+	if input_event is InputEventKey and not input_event.pressed:
+		if input_event.keycode == KEY_0:
 			await _on_option_selected(OPTION_TEST_CASE_ALL)
 
 
@@ -118,7 +119,7 @@ func _test_all() -> void:
 
 
 func _set_result(test_passed: bool) -> void:
-	var result := ""
+	var result: String = ""
 	if test_passed:
 		result = "PASSED"
 	else:

+ 13 - 11
2d/physics_tests/tests/functional/test_character_tilemap.gd

@@ -1,5 +1,6 @@
 extends TestCharacter
 
+
 const OPTION_TEST_CASE_ALL = "Test Cases/TEST ALL (0)"
 const OPTION_TEST_CASE_JUMP_ONE_WAY_RIGID = "Test Cases/Jump through one-way tiles (Rigid Body)"
 const OPTION_TEST_CASE_JUMP_ONE_WAY_CHARACTER = "Test Cases/Jump through one-way tiles (Character Body)"
@@ -7,13 +8,14 @@ const OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_RIGID = "Test Cases/Jump through one-
 const OPTION_TEST_CASE_JUMP_ONE_WAY_CORNER_CHARACTER = "Test Cases/Jump through one-way corner (Character Body)"
 const OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER = "Test Cases/Fall and pushed on one-way tiles (Character Body)"
 
-var _test_jump_one_way := false
-var _test_jump_one_way_corner := false
-var _test_fall_one_way := false
+var _test_jump_one_way: bool = false
+var _test_jump_one_way_corner: bool = false
+var _test_fall_one_way: bool = false
 
 var _extra_body: PhysicsBody2D = null
 
-var _failed_reason := ""
+var _failed_reason: String = ""
+
 
 func _ready() -> void:
 	super._ready()
@@ -26,11 +28,11 @@ func _ready() -> void:
 	options.add_menu_item(OPTION_TEST_CASE_FALL_ONE_WAY_CHARACTER)
 
 
-func _input(event: InputEvent) -> void:
-	super._input(event)
+func _input(input_event: InputEvent) -> void:
+	super._input(input_event)
 
-	if event is InputEventKey and not event.pressed:
-		if event.keycode == KEY_0:
+	if input_event is InputEventKey and not input_event.pressed:
+		if input_event.keycode == KEY_0:
 			await _on_option_selected(OPTION_TEST_CASE_ALL)
 
 
@@ -113,7 +115,7 @@ func _test_all() -> void:
 
 
 func _set_result(test_passed: bool) -> void:
-	var result := ""
+	var result: String = ""
 	if test_passed:
 		result = "PASSED"
 	else:
@@ -187,7 +189,7 @@ func _start_fall_one_way() -> void:
 
 
 func _finalize_jump_one_way() -> void:
-	var passed := true
+	var passed: bool = true
 	if not $JumpTargetArea2D.overlaps_body(_moving_body):
 		passed = false
 		_failed_reason = ": the body wasn't able to jump all the way through."
@@ -199,7 +201,7 @@ func _finalize_jump_one_way() -> void:
 
 
 func _finalize_fall_one_way() -> void:
-	var passed := true
+	var passed: bool = true
 	if $FallTargetArea2D.overlaps_body(_moving_body):
 		passed = false
 		_failed_reason = ": the body was pushed through the one-way collision."

+ 3 - 3
2d/physics_tests/tests/functional/test_collision_pairs.gd

@@ -19,7 +19,7 @@ const OFFSET_RANGE = 120.0
 
 @onready var options: OptionMenu = $Options
 
-var _update_collision := false
+var _update_collision: bool = false
 var _collision_test_index := 0
 var _collision_shapes: Array[Shape2D] = []
 
@@ -50,8 +50,8 @@ func _ready() -> void:
 	_update_collision = true
 
 
-func _input(event: InputEvent) -> void:
-	var key_event := event as InputEventKey
+func _input(input_event: InputEvent) -> void:
+	var key_event := input_event as InputEventKey
 	if key_event and not key_event.pressed:
 		if key_event.keycode == KEY_1:
 			_on_option_selected(OPTION_TYPE_RECTANGLE)

+ 15 - 13
2d/physics_tests/tests/functional/test_joints.gd

@@ -1,5 +1,6 @@
 extends Test
 
+
 const OPTION_JOINT_TYPE = "Joint Type/%s Joint (%d)"
 
 const OPTION_TEST_CASE_BODIES_COLLIDE = "Test case/Attached bodies collide"
@@ -10,27 +11,28 @@ const OPTION_TEST_CASE_CHANGE_POSITIONS = "Test case/Set body positions after ad
 
 const BOX_SIZE = Vector2(64, 64)
 
-var _update_joint := false
+var _update_joint: bool = false
 var _selected_joint: Joint2D = null
 
-var _bodies_collide := false
-var _world_attachement := false
-var _dynamic_attachement := false
-var _destroy_body := false
-var _change_positions := false
+var _bodies_collide: bool = false
+var _world_attachement: bool = false
+var _dynamic_attachement: bool = false
+var _destroy_body: bool = false
+var _change_positions: bool = false
+
+var _joint_types: Dictionary[String, Joint2D] = {}
 
-var _joint_types := {}
 
 func _ready() -> void:
 	var options: OptionMenu = $Options
 
 	var joints: Node2D = $Joints
 	for joint_index in joints.get_child_count():
-		var joint_node := joints.get_child(joint_index)
+		var joint_node: Joint2D = joints.get_child(joint_index)
 		joint_node.visible = false
 		var joint_name := String(joint_node.name)
-		var joint_short := joint_name.substr(0, joint_name.length() - 7)
-		var option_name := OPTION_JOINT_TYPE % [joint_short, joint_index + 1]
+		var joint_short: String = joint_name.substr(0, joint_name.length() - 7)
+		var option_name: String = OPTION_JOINT_TYPE % [joint_short, joint_index + 1]
 		options.add_menu_item(option_name)
 		_joint_types[option_name] = joint_node
 
@@ -54,9 +56,9 @@ func _process(_delta: float) -> void:
 		$LabelJointType.text = "Joint Type: " + String(_selected_joint.name)
 
 
-func _input(event: InputEvent) -> void:
-	if event is InputEventKey and not event.pressed:
-		var joint_index: int = event.keycode - KEY_1
+func _input(input_event: InputEvent) -> void:
+	if input_event is InputEventKey and not input_event.pressed:
+		var joint_index: int = input_event.keycode - KEY_1
 		if joint_index >= 0 and joint_index < _joint_types.size():
 			_selected_joint = _joint_types.values()[joint_index]
 			_update_joint = true

+ 19 - 18
2d/physics_tests/tests/functional/test_one_way_collision.gd

@@ -1,6 +1,7 @@
 @tool
 extends Test
 
+
 signal all_tests_done()
 signal test_done()
 
@@ -18,23 +19,23 @@ const OPTION_TEST_CASE_MOVING_PLATFORM_CHARACTER = "Test Cases/Moving Platform (
 const TEST_ALL_ANGLES_STEP = 15.0
 const TEST_ALL_ANGLES_MAX = 344.0
 
-@export_range(64, 256, 0.1) var _platform_size := 128.0:
+@export_range(64, 256, 0.1) var _platform_size: float = 128.0:
 	set(value):
 		if value == _platform_size:
 			return
 		_platform_size = value
 		_update_platform_size(value)
 
-@export_range(0, 360, 0.1) var _platform_angle := 0.0:
+@export_range(0, 360, 0.1) var _platform_angle: float = 0.0:
 	set(value):
 		if value == _platform_angle:
 			return
 		_platform_angle = value
 		_update_platform_angle(value)
 
-@export var _platform_speed := 0.0
+@export var _platform_speed: float = 0.0
 
-@export_range(0, 360, 0.1) var _body_angle := 0.0:
+@export_range(0, 360, 0.1) var _body_angle: float = 0.0:
 	set(value):
 		if value == _body_angle:
 			return
@@ -42,7 +43,7 @@ const TEST_ALL_ANGLES_MAX = 344.0
 		_update_rigidbody_angle(value)
 
 @export var _body_velocity := Vector2(400.0, 0.0)
-@export var _use_character_body := false
+@export var _use_character_body: bool = false
 
 @onready var options: OptionMenu = $Options
 
@@ -56,15 +57,15 @@ var _platform_velocity := Vector2.ZERO
 
 @onready var _target_area: Area2D = $TargetArea2D
 
-var _contact_detected := false
-var _target_entered := false
-var _test_passed := false
+var _contact_detected: bool = false
+var _target_entered: bool = false
+var _test_passed: bool = false
 var _test_step := 0
 
-var _test_all_angles := false
-var _lock_controls := false
+var _test_all_angles: bool = false
+var _lock_controls: bool = false
 
-var _test_canceled := false
+var _test_canceled: bool = false
 
 
 func _ready() -> void:
@@ -124,13 +125,13 @@ func _physics_process(delta: float) -> void:
 				_platform_body.global_position += motion
 
 
-func _input(event: InputEvent) -> void:
-	if event is InputEventKey and not event.pressed:
-		if event.keycode == KEY_0:
+func _input(input_event: InputEvent) -> void:
+	if input_event is InputEventKey and not input_event.pressed:
+		if input_event.keycode == KEY_0:
 			await _on_option_selected(OPTION_TEST_CASE_ALL)
-		if event.keycode == KEY_1:
+		if input_event.keycode == KEY_1:
 			await _on_option_selected(OPTION_OBJECT_TYPE_RIGIDBODY)
-		elif event.keycode == KEY_2:
+		elif input_event.keycode == KEY_2:
 			await _on_option_selected(OPTION_OBJECT_TYPE_CHARACTER)
 
 
@@ -347,7 +348,7 @@ func _test_all() -> void:
 
 
 func _start_test() -> void:
-	var test_label := "Testing: "
+	var test_label: String = "Testing: "
 
 	var platform_angle := _platform_template.rotation
 	if _platform_body:
@@ -510,7 +511,7 @@ func _on_timeout() -> void:
 
 
 func _set_result() -> void:
-	var result := ""
+	var result: String = ""
 	if _test_passed:
 		result = "PASSED"
 		$LabelResult.self_modulate = Color.GREEN

+ 3 - 1
2d/physics_tests/tests/functional/test_pyramid.gd

@@ -1,9 +1,11 @@
 extends Test
 
-@export_range(1, 100) var height := 10
+
+@export_range(1, 100) var height: int = 10
 @export var box_size := Vector2(40.0, 40.0)
 @export var box_spacing := Vector2(0.0, 0.0)
 
+
 func _ready() -> void:
 	_create_pyramid()
 

+ 4 - 2
2d/physics_tests/tests/functional/test_raycasting.gd

@@ -1,9 +1,11 @@
 extends Test
 
+
 const OPTION_TEST_CASE_HIT_FROM_INSIDE = "Test case/Hit from inside"
 
-var _hit_from_inside := false
-var _do_raycasts := false
+var _hit_from_inside: bool = false
+var _do_raycasts: bool = false
+
 
 func _ready() -> void:
 	var options: OptionMenu = $Options

+ 4 - 2
2d/physics_tests/tests/functional/test_stack.gd

@@ -1,10 +1,12 @@
 extends Test
 
-@export var height := 10
-@export var width := 1
+
+@export var height: int = 10
+@export var width: int = 1
 @export var box_size := Vector2(40.0, 40.0)
 @export var box_spacing := Vector2(0.0, 0.0)
 
+
 func _ready() -> void:
 	_create_stack()
 

+ 1 - 1
2d/physics_tests/tests/performance/test_perf_broadphase.gd

@@ -8,7 +8,7 @@ const BOX_SPACE = Vector2(50, 50)
 
 var _objects: Array[Node2D] = []
 
-var _log_physics := false
+var _log_physics: bool = false
 var _log_physics_time := 0
 var _log_physics_time_start := 0
 

+ 1 - 1
2d/physics_tests/tests/performance/test_perf_contacts.gd

@@ -15,7 +15,7 @@ const OPTION_TYPE_CONCAVE_POLYGON = "Shape type/Concave Polygon"
 
 var _object_templates: Array[Node2D] = []
 
-var _log_physics := false
+var _log_physics: bool = false
 var _log_physics_time := 0
 var _log_physics_time_start := 0
 

+ 3 - 2
2d/physics_tests/tests_menu.gd

@@ -2,8 +2,8 @@ extends OptionMenu
 
 
 class TestData:
-	var id := ""
-	var scene_path := ""
+	var id: String = ""
+	var scene_path: String = ""
 
 
 var _test_list := []
@@ -11,6 +11,7 @@ var _test_list := []
 var _current_test: TestData = null
 var _current_test_scene: Node = null
 
+
 func _ready() -> void:
 	option_selected.connect(_on_option_selected)
 

+ 5 - 5
2d/physics_tests/utils/characterbody_controller.gd

@@ -8,11 +8,11 @@ var _jump_force := 1000.0
 var _velocity := Vector2.ZERO
 var _snap := 0.0
 var _floor_max_angle := 45.0
-var _stop_on_slope := false
-var _move_on_floor_only := false
-var _constant_speed := false
-var _jumping := false
-var _keep_velocity := false
+var _stop_on_slope: bool = false
+var _move_on_floor_only: bool = false
+var _constant_speed: bool = false
+var _jumping: bool = false
+var _keep_velocity: bool = false
 
 
 func _physics_process(delta: float) -> void:

+ 1 - 1
2d/physics_tests/utils/label_engine.gd

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

+ 1 - 1
2d/physics_tests/utils/label_test.gd

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

+ 1 - 1
2d/physics_tests/utils/option_menu.gd

@@ -10,7 +10,7 @@ func add_menu_item(item_path: String, checkbox: bool = false, checked: bool = fa
 	var path_element_count := path_elements.size()
 	assert(path_element_count > 0)
 
-	var path := ""
+	var path: String = ""
 	var popup := get_popup()
 	for element_index in range(path_element_count - 1):
 		var popup_label := path_elements[element_index]

+ 3 - 3
2d/physics_tests/utils/rigidbody_controller.gd

@@ -7,9 +7,9 @@ var _gravity_force := 50.0
 var _jump_force := 1000.0
 var _velocity := Vector2.ZERO
 var _floor_max_angle := 45.0
-var _on_floor := false
-var _jumping := false
-var _keep_velocity := false
+var _on_floor: bool = false
+var _jumping: bool = false
+var _keep_velocity: bool = false
 
 func _ready() -> void:
 	gravity_scale = 0.0

+ 5 - 5
2d/physics_tests/utils/rigidbody_pick.gd

@@ -1,6 +1,6 @@
 extends RigidBody2D
 
-var _picked := false
+var _picked: bool = false
 var _last_mouse_pos := Vector2.ZERO
 
 
@@ -8,14 +8,14 @@ func _ready() -> void:
 	input_pickable = true
 
 
-func _input(event: InputEvent) -> void:
-	var mouse_event := event as InputEventMouseButton
+func _input(any_input_event: InputEvent) -> void:
+	var mouse_event := any_input_event as InputEventMouseButton
 	if mouse_event and not mouse_event.pressed:
 		_picked = false
 
 
-func _input_event(_viewport: Node, event: InputEvent, _shape_idx: int) -> void:
-	var mouse_event := event as InputEventMouseButton
+func _input_event(_viewport: Node, any_input_event: InputEvent, _shape_idx: int) -> void:
+	var mouse_event := any_input_event as InputEventMouseButton
 	if mouse_event and mouse_event.pressed:
 		_picked = true
 		_last_mouse_pos = get_global_mouse_position()

+ 1 - 1
2d/physics_tests/utils/scroll_log.gd

@@ -1,6 +1,6 @@
 extends ScrollContainer
 
-@export var auto_scroll := false
+@export var auto_scroll: bool = false
 
 func _ready() -> void:
 	var scrollbar := get_v_scroll_bar()

+ 3 - 3
2d/platformer/game.gd

@@ -5,8 +5,8 @@ extends Node
 @onready var _pause_menu := $InterfaceLayer/PauseMenu as PauseMenu
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"toggle_fullscreen"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"toggle_fullscreen"):
 		var mode := DisplayServer.window_get_mode()
 		if mode == DisplayServer.WINDOW_MODE_FULLSCREEN or \
 				mode == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN:
@@ -15,7 +15,7 @@ func _unhandled_input(event: InputEvent) -> void:
 			DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN)
 		get_tree().root.set_input_as_handled()
 
-	elif event.is_action_pressed(&"toggle_pause"):
+	elif input_event.is_action_pressed(&"toggle_pause"):
 		var tree := get_tree()
 		tree.paused = not tree.paused
 		if tree.paused:

+ 4 - 4
2d/platformer/player/player.gd

@@ -12,7 +12,7 @@ const TERMINAL_VELOCITY = 700
 
 ## The player listens for input actions appended with this suffix.[br]
 ## Used to separate controls for multiple players in splitscreen.
-@export var action_suffix := ""
+@export var action_suffix: String = ""
 
 var gravity: int = ProjectSettings.get(&"physics/2d/default_gravity")
 @onready var platform_detector := $PlatformDetector as RayCast2D
@@ -22,7 +22,7 @@ var gravity: int = ProjectSettings.get(&"physics/2d/default_gravity")
 @onready var jump_sound := $Jump as AudioStreamPlayer2D
 @onready var gun: Gun = sprite.get_node(^"Gun")
 @onready var camera := $Camera as Camera2D
-var _double_jump_charged := false
+var _double_jump_charged: bool = false
 
 
 func _physics_process(delta: float) -> void:
@@ -48,7 +48,7 @@ func _physics_process(delta: float) -> void:
 	floor_stop_on_slope = not platform_detector.is_colliding()
 	move_and_slide()
 
-	var is_shooting := false
+	var is_shooting: bool = false
 	if Input.is_action_just_pressed("shoot" + action_suffix):
 		is_shooting = gun.shoot(sprite.scale.x)
 
@@ -59,7 +59,7 @@ func _physics_process(delta: float) -> void:
 		animation_player.play(animation)
 
 
-func get_new_animation(is_shooting := false) -> String:
+func get_new_animation(is_shooting: bool = false) -> String:
 	var animation_new: String
 	if is_on_floor():
 		if absf(velocity.x) > 0.1:

+ 1 - 1
2d/role_playing_game/combat/combatants/combatant.gd

@@ -6,7 +6,7 @@ signal turn_finished
 @export var damage := 1
 @export var defense := 1
 
-var active := false: set = set_active
+var active: bool = false: set = set_active
 
 @onready var animation_playback: AnimationNodeStateMachinePlayback = $Sprite2D/AnimationTree.get(&"parameters/playback")
 

+ 2 - 2
2d/role_playing_game/dialogue/dialogue_player/dialogue_player.gd

@@ -5,9 +5,9 @@ signal dialogue_finished
 
 @export_file("*.json") var dialogue_file: String
 var dialogue_keys := []
-var dialogue_name := ""
+var dialogue_name: String = ""
 var current := 0
-var dialogue_text := ""
+var dialogue_text: String = ""
 
 
 func start_dialogue() -> void:

+ 1 - 1
2d/role_playing_game/grid_movement/pawns/pawn.gd

@@ -9,7 +9,7 @@ enum CellType {
 
 @export var type := CellType.ACTOR
 
-var active := true: set = set_active
+var active: bool = true: set = set_active
 
 func set_active(value: bool) -> void:
 	active = value

+ 1 - 1
2d/role_playing_game/grid_movement/pawns/walker.gd

@@ -5,7 +5,7 @@ extends Pawn
 @export var combat_actor: PackedScene
 @export var pose_anims: SpriteFrames
 
-var lost := false
+var lost: bool = false
 var grid_size: float
 
 @onready var grid : Grid = get_parent()

+ 3 - 3
2d/skeleton/player/player.gd

@@ -16,8 +16,8 @@ const JUMP_VELOCITY = -400.0
 ## Maximum speed at which the player can fall.
 const TERMINAL_VELOCITY = 400
 
-var falling_slow := false
-var falling_fast := false
+var falling_slow: bool = false
+var falling_fast: bool = false
 var no_move_horizontal_time := 0.0
 
 @onready var gravity := float(ProjectSettings.get_setting("physics/2d/default_gravity"))
@@ -30,7 +30,7 @@ func _ready() -> void:
 
 
 func _physics_process(delta: float) -> void:
-	var is_jumping := false
+	var is_jumping: bool = false
 	if Input.is_action_just_pressed(&"jump"):
 		is_jumping = try_jump()
 	elif Input.is_action_just_released(&"jump") and velocity.y < 0.0:

+ 10 - 9
3d/antialiasing/anti_aliasing.gd

@@ -1,5 +1,6 @@
 extends Node
 
+
 const ROT_SPEED = 0.003
 const ZOOM_SPEED = 0.125
 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
@@ -15,7 +16,7 @@ var camera_distance := 2.0
 @onready var camera: Camera3D = $CameraHolder/RotationX/Camera3D
 @onready var fps_label: Label = $FPSLabel
 
-var is_compatibility := false
+var is_compatibility: bool = false
 
 
 func _ready() -> void:
@@ -41,22 +42,22 @@ func _ready() -> void:
 	get_viewport().size_changed.connect(_on_viewport_size_changed)
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"ui_left"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"ui_left"):
 		_on_previous_pressed()
-	if event.is_action_pressed(&"ui_right"):
+	if input_event.is_action_pressed(&"ui_right"):
 		_on_next_pressed()
 
-	if event is InputEventMouseButton:
-		if event.button_index == MOUSE_BUTTON_WHEEL_UP:
+	if input_event is InputEventMouseButton:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
 			camera_distance -= ZOOM_SPEED
-		if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
 			camera_distance += ZOOM_SPEED
 		camera_distance = clamp(camera_distance, 1.5, 6)
 
-	if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
+	if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
 		# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
-		var relative_motion: Vector2 = event.screen_relative
+		var relative_motion: Vector2 = input_event.screen_relative
 		rot_y -= relative_motion.x * ROT_SPEED
 		rot_x -= relative_motion.y * ROT_SPEED
 		rot_x = clamp(rot_x, -1.57, 0)

+ 13 - 12
3d/csg/csg.gd

@@ -1,13 +1,14 @@
 extends Node
 
+
 const ROT_SPEED = 0.003
 const ZOOM_SPEED = 0.125
 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
 
-var tester_index := 0
-var rot_x := -TAU / 16  # This must be kept in sync with RotationX.
-var rot_y := TAU / 8  # This must be kept in sync with CameraHolder.
-var camera_distance := 4.0
+var tester_index: int = 0
+var rot_x: float = -TAU / 16  # This must be kept in sync with RotationX.
+var rot_y: float = TAU / 8  # This must be kept in sync with CameraHolder.
+var camera_distance: float = 4.0
 
 @onready var testers: Node3D = $Testers
 @onready var camera_holder: Node3D = $CameraHolder  # Has a position and rotates on Y.
@@ -29,22 +30,22 @@ func _ready() -> void:
 	update_gui()
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"ui_left"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"ui_left"):
 		_on_previous_pressed()
-	if event.is_action_pressed(&"ui_right"):
+	if input_event.is_action_pressed(&"ui_right"):
 		_on_next_pressed()
 
-	if event is InputEventMouseButton:
-		if event.button_index == MOUSE_BUTTON_WHEEL_UP:
+	if input_event is InputEventMouseButton:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
 			camera_distance -= ZOOM_SPEED
-		if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
 			camera_distance += ZOOM_SPEED
 		camera_distance = clamp(camera_distance, 1.5, 6)
 
-	if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
+	if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
 		# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
-		var relative_motion: Vector2 = event.screen_relative
+		var relative_motion: Vector2 = input_event.screen_relative
 		rot_y -= relative_motion.x * ROT_SPEED
 		rot_x -= relative_motion.y * ROT_SPEED
 		rot_x = clamp(rot_x, -1.57, 0)

+ 11 - 9
3d/decals/tester.gd

@@ -1,5 +1,6 @@
 extends WorldEnvironment
 
+
 const ROT_SPEED = 0.003
 const ZOOM_SPEED = 0.125
 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
@@ -14,19 +15,20 @@ var zoom := 1.5
 @onready var rotation_x: Node3D = $CameraHolder/RotationX
 @onready var camera: Camera3D = $CameraHolder/RotationX/Camera3D
 
+
 func _ready() -> void:
 	camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
 	rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
 	update_gui()
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"ui_left"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"ui_left"):
 		_on_previous_pressed()
-	if event.is_action_pressed(&"ui_right"):
+	if input_event.is_action_pressed(&"ui_right"):
 		_on_next_pressed()
 
-	if event.is_action_pressed(&"place_decal"):
+	if input_event.is_action_pressed(&"place_decal"):
 		var origin := camera.global_position
 		var target := camera.project_position(get_viewport().get_mouse_position(), 100)
 
@@ -40,16 +42,16 @@ func _unhandled_input(event: InputEvent) -> void:
 			decal.position = result["position"]
 			decal.transform.basis = camera.global_transform.basis
 
-	if event is InputEventMouseButton:
-		if event.button_index == MOUSE_BUTTON_WHEEL_UP:
+	if input_event is InputEventMouseButton:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
 			zoom -= ZOOM_SPEED
-		if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
 			zoom += ZOOM_SPEED
 		zoom = clampf(zoom, 1.5, 4)
 
-	if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
+	if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
 		# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
-		var relative_motion: Vector2 = event.screen_relative
+		var relative_motion: Vector2 = input_event.screen_relative
 		rot_y -= relative_motion.x * ROT_SPEED
 		rot_x -= relative_motion.y * ROT_SPEED
 		rot_x = clampf(rot_x, deg_to_rad(-90), 0)

+ 6 - 5
3d/global_illumination/camera.gd

@@ -1,5 +1,6 @@
 extends Camera3D
 
+
 const MOUSE_SENSITIVITY = 0.002
 const MOVE_SPEED = 1.5
 
@@ -10,16 +11,16 @@ func _ready() -> void:
 	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
 
 
-func _input(event: InputEvent) -> void:
+func _input(input_event: InputEvent) -> void:
 	# Mouse look (only if the mouse is captured).
-	if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
+	if input_event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
 		# Horizontal mouse look.
-		rot.y -= event.screen_relative.x * MOUSE_SENSITIVITY
+		rot.y -= input_event.screen_relative.x * MOUSE_SENSITIVITY
 		# Vertical mouse look.
-		rot.x = clamp(rot.x - event.screen_relative.y * MOUSE_SENSITIVITY, -1.57, 1.57)
+		rot.x = clamp(rot.x - input_event.screen_relative.y * MOUSE_SENSITIVITY, -1.57, 1.57)
 		transform.basis = Basis.from_euler(rot)
 
-	if event.is_action_pressed(&"toggle_mouse_capture"):
+	if input_event.is_action_pressed(&"toggle_mouse_capture"):
 		if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
 			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
 		else:

+ 5 - 5
3d/global_illumination/test.gd

@@ -51,7 +51,7 @@ var gi_mode_texts: Array[String] = [
 var gi_mode := GIMode.NONE
 var reflection_probe_mode := ReflectionProbeMode.NONE
 var ssil_mode := SSILMode.NONE
-var is_compatibility := false
+var is_compatibility: bool = false
 
 # This is replaced further below if using Compatibility to point to a newly created DirectionalLight3D
 # (which does not affect sky rendering).
@@ -93,8 +93,8 @@ Escape or F10: Toggle mouse capture"""
 	set_ssil_mode(ssil_mode)
 
 
-func _input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"cycle_gi_mode"):
+func _input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"cycle_gi_mode"):
 		if is_compatibility:
 			# Only LightmapGI is supported in Compatibility.
 			# Note that the actual GI mode is the opposite of what's being set here, due to a bug
@@ -103,10 +103,10 @@ func _input(event: InputEvent) -> void:
 		else:
 			set_gi_mode(wrapi(gi_mode + 1, 0, GIMode.MAX))
 
-	if event.is_action_pressed(&"cycle_reflection_probe_mode"):
+	if input_event.is_action_pressed(&"cycle_reflection_probe_mode"):
 		set_reflection_probe_mode(wrapi(reflection_probe_mode + 1, 0, ReflectionProbeMode.MAX))
 
-	if event.is_action_pressed(&"cycle_ssil_mode"):
+	if input_event.is_action_pressed(&"cycle_ssil_mode"):
 		set_ssil_mode(wrapi(ssil_mode + 1, 0, SSILMode.MAX))
 
 

+ 2 - 2
3d/graphics_settings/settings.gd

@@ -10,7 +10,7 @@ extends Control
 @onready var fps_label := $FPSLabel
 @onready var resolution_label := $ResolutionLabel
 
-var counter := 0.0
+var counter: float = 0.0
 
 # When the screen changes size, we need to update the 3D
 # viewport quality setting. If we don't do this, the viewport will take
@@ -20,7 +20,7 @@ var viewport_start_size := Vector2(
 	ProjectSettings.get_setting(&"display/window/size/viewport_height")
 )
 
-var is_compatibility := false
+var is_compatibility: bool = false
 
 
 func _ready() -> void:

+ 17 - 16
3d/labels_and_texts/3d_labels_and_texts.gd

@@ -1,13 +1,14 @@
 extends Node
 
+
 const ROT_SPEED = 0.003
 const ZOOM_SPEED = 0.125
 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
 
-var tester_index := 0
-var rot_x := -TAU / 16  # This must be kept in sync with RotationX.
-var rot_y := TAU / 8  # This must be kept in sync with CameraHolder.
-var camera_distance := 2.0
+var tester_index: int = 0
+var rot_x: float = -TAU / 16  # This must be kept in sync with RotationX.
+var rot_y: float = TAU / 8  # This must be kept in sync with CameraHolder.
+var camera_distance: float = 2.0
 
 @onready var testers: Node3D = $Testers
 @onready var camera_holder: Node3D = $CameraHolder  # Has a position and rotates on Y.
@@ -21,25 +22,25 @@ func _ready() -> void:
 	update_gui()
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"ui_left"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"ui_left"):
 		_on_previous_pressed()
-	if event.is_action_pressed(&"ui_right"):
+	if input_event.is_action_pressed(&"ui_right"):
 		_on_next_pressed()
 
-	if event is InputEventMouseButton:
-		if event.button_index == MOUSE_BUTTON_WHEEL_UP:
+	if input_event is InputEventMouseButton:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
 			camera_distance -= ZOOM_SPEED
-		if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
 			camera_distance += ZOOM_SPEED
-		camera_distance = clamp(camera_distance, 1.5, 6)
+		camera_distance = clampf(camera_distance, 1.5, 6.0)
 
-	if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
+	if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
 		# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
-		var relative_motion: Vector2 = event.screen_relative
+		var relative_motion: Vector2 = input_event.screen_relative
 		rot_y -= relative_motion.x * ROT_SPEED
 		rot_x -= relative_motion.y * ROT_SPEED
-		rot_x = clamp(rot_x, -1.57, 0)
+		rot_x = clampf(rot_x, -1.57, 0.0)
 		camera_holder.transform.basis = Basis.from_euler(Vector3(0, rot_y, 0))
 		rotation_x.transform.basis = Basis.from_euler(Vector3(rot_x, 0, 0))
 
@@ -54,12 +55,12 @@ func _process(delta: float) -> void:
 
 
 func _on_previous_pressed() -> void:
-	tester_index = max(0, tester_index - 1)
+	tester_index = maxi(0, tester_index - 1)
 	update_gui()
 
 
 func _on_next_pressed() -> void:
-	tester_index = min(tester_index + 1, testers.get_child_count() - 1)
+	tester_index = mini(tester_index + 1, testers.get_child_count() - 1)
 	update_gui()
 
 

+ 2 - 2
3d/labels_and_texts/label_3d_layout.gd

@@ -56,8 +56,8 @@ func set_health(p_health: int) -> void:
 
 	# Construct a health bar with `|` symbols brought very close to each other using
 	# a custom FontVariation on the HealthBarForeground and HealthBarBackground nodes.
-	var bar_text := ""
-	var bar_text_bg := ""
+	var bar_text: String = ""
+	var bar_text_bg: String = ""
 	for i in roundi((health / 100.0) * BAR_WIDTH):
 		bar_text += "|"
 	for i in BAR_WIDTH:

+ 9 - 8
3d/lights_and_shadows/tester.gd

@@ -1,5 +1,6 @@
 extends WorldEnvironment
 
+
 const ROT_SPEED = 0.003
 const ZOOM_SPEED = 0.125
 const MAIN_BUTTONS = MOUSE_BUTTON_MASK_LEFT | MOUSE_BUTTON_MASK_RIGHT | MOUSE_BUTTON_MASK_MIDDLE
@@ -21,22 +22,22 @@ func _ready() -> void:
 	update_gui()
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"ui_left"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"ui_left"):
 		_on_previous_pressed()
-	if event.is_action_pressed(&"ui_right"):
+	if input_event.is_action_pressed(&"ui_right"):
 		_on_next_pressed()
 
-	if event is InputEventMouseButton:
-		if event.button_index == MOUSE_BUTTON_WHEEL_UP:
+	if input_event is InputEventMouseButton:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
 			zoom -= ZOOM_SPEED
-		if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
 			zoom += ZOOM_SPEED
 		zoom = clamp(zoom, 1.5, 4)
 
-	if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
+	if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
 		# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
-		var relative_motion: Vector2 = event.screen_relative
+		var relative_motion: Vector2 = input_event.screen_relative
 		rot_y -= relative_motion.x * ROT_SPEED
 		rot_x -= relative_motion.y * ROT_SPEED
 		rot_x = clamp(rot_x, deg_to_rad(-90), 0)

+ 10 - 8
3d/material_testers/tester.gd

@@ -1,5 +1,6 @@
 extends Node3D
 
+
 const INTERP_SPEED = 2
 const ROT_SPEED = 0.003
 const ZOOM_SPEED = 0.1
@@ -26,6 +27,7 @@ var backgrounds: Array[Dictionary] = [
 @onready var rotation_x: Node3D = $CameraHolder/RotationX
 @onready var camera: Camera3D = $CameraHolder/RotationX/Camera
 
+
 func _ready() -> void:
 	if RenderingServer.get_current_rendering_method() == "gl_compatibility":
 		# Tweak scene brightness to better match Forward+/Mobile.
@@ -38,23 +40,23 @@ func _ready() -> void:
 	update_gui()
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"ui_left"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"ui_left"):
 		_on_previous_pressed()
-	if event.is_action_pressed(&"ui_right"):
+	if input_event.is_action_pressed(&"ui_right"):
 		_on_next_pressed()
 
-	if event is InputEventMouseButton:
-		if event.button_index == MOUSE_BUTTON_WHEEL_UP:
+	if input_event is InputEventMouseButton:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
 			zoom -= ZOOM_SPEED
-		if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
 			zoom += ZOOM_SPEED
 		zoom = clamp(zoom, 2, 8)
 		camera.position.z = zoom
 
-	if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
+	if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
 		# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
-		var relative_motion: Vector2 = event.screen_relative
+		var relative_motion: Vector2 = input_event.screen_relative
 		rot_y -= relative_motion.x * ROT_SPEED
 		rot_y = clamp(rot_y, -1.95, 1.95)
 		rot_x -= relative_motion.y * ROT_SPEED

+ 2 - 2
3d/navigation/character.gd

@@ -1,7 +1,7 @@
 extends Marker3D
 
 @export var character_speed := 10.0
-@export var show_path := true
+@export var show_path: bool = true
 
 var _nav_path_line: Line3D
 
@@ -33,7 +33,7 @@ func set_target_position(target_position: Vector3) -> void:
 	# Get a full navigation path with the NavigationServer API.
 	if show_path:
 		var start_position := global_transform.origin
-		var optimize := true
+		var optimize: bool = true
 		var navigation_map := get_world_3d().get_navigation_map()
 		var path := NavigationServer3D.map_get_path(
 				navigation_map,

+ 8 - 6
3d/navigation/navmesh.gd

@@ -1,5 +1,6 @@
 extends Node3D
 
+
 const Character = preload("res://character.gd")
 
 var _cam_rotation := 0.0
@@ -7,10 +8,11 @@ var _cam_rotation := 0.0
 @onready var _camera := $CameraBase/Camera3D as Camera3D
 @onready var _robot := $RobotBase as Character
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
+
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event is InputEventMouseButton and input_event.button_index == MOUSE_BUTTON_LEFT and input_event.pressed:
 		# Get closest point on navmesh for the current mouse cursor position.
-		var mouse_cursor_position: Vector2 = event.position
+		var mouse_cursor_position: Vector2 = input_event.position
 		var camera_ray_length := 1000.0
 		var camera_ray_start := _camera.project_ray_origin(mouse_cursor_position)
 		var camera_ray_end := camera_ray_start + _camera.project_ray_normal(mouse_cursor_position) * camera_ray_length
@@ -22,7 +24,7 @@ func _unhandled_input(event: InputEvent) -> void:
 			)
 		_robot.set_target_position(closest_point_on_navmesh)
 
-	elif event is InputEventMouseMotion:
-		if event.button_mask & (MOUSE_BUTTON_MASK_MIDDLE + MOUSE_BUTTON_MASK_RIGHT):
-			_cam_rotation -= event.screen_relative.x * 0.005
+	elif input_event is InputEventMouseMotion:
+		if input_event.button_mask & (MOUSE_BUTTON_MASK_MIDDLE + MOUSE_BUTTON_MASK_RIGHT):
+			_cam_rotation -= input_event.screen_relative.x * 0.005
 			$CameraBase.set_rotation(Vector3.UP * _cam_rotation)

+ 7 - 5
3d/occlusion_culling_mesh_lod/camera.gd

@@ -1,25 +1,27 @@
 extends Camera3D
 
+
 const MOUSE_SENSITIVITY = 0.002
 const MOVE_SPEED = 1.5
 
 var rot := Vector3()
 var velocity := Vector3()
 
+
 func _ready() -> void:
 	Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
 
 
-func _input(event: InputEvent) -> void:
+func _input(input_event: InputEvent) -> void:
 	# Mouse look (only if the mouse is captured).
-	if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
+	if input_event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
 		# Horizontal mouse look.
-		rot.y -= event.screen_relative.x * MOUSE_SENSITIVITY
+		rot.y -= input_event.screen_relative.x * MOUSE_SENSITIVITY
 		# Vertical mouse look.
-		rot.x = clamp(rot.x - event.screen_relative.y * MOUSE_SENSITIVITY, -1.57, 1.57)
+		rot.x = clamp(rot.x - input_event.screen_relative.y * MOUSE_SENSITIVITY, -1.57, 1.57)
 		transform.basis = Basis.from_euler(rot)
 
-	if event.is_action_pressed(&"toggle_mouse_capture"):
+	if input_event.is_action_pressed(&"toggle_mouse_capture"):
 		if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
 			Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
 		else:

+ 19 - 18
3d/occlusion_culling_mesh_lod/door.gd

@@ -1,24 +1,25 @@
 extends Node3D
 
-var open := false
+var open: bool = false
 
-func _input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"toggle_doors"):
-		if open:
-			# Close the door.
-			# The occluder will be re-enabled when the animation ends
-			# using `_on_animation_player_animation_finished()`.
-			$AnimationPlayer.play_backwards(&"open")
-			open = false
-		else:
-			# Open the door.
-			$AnimationPlayer.play(&"open")
-			open = true
-			# Disable the occluder as soon as the door starts opening.
-			# The occluder is not part of the pivot to prevent it from having its
-			# position changed every frame, which causes the occlusion culling BVH
-			# to be rebuilt each frame. This causes a CPU performance penalty.
-			$OccluderInstance3D.visible = false
+func _input(input_event: InputEvent) -> void:
+	if not input_event.is_action_pressed(&"toggle_doors"):
+		return
+	if open:
+		# Close the door.
+		# The occluder will be re-enabled when the animation ends
+		# using `_on_animation_player_animation_finished()`.
+		$AnimationPlayer.play_backwards(&"open")
+		open = false
+	else:
+		# Open the door.
+		$AnimationPlayer.play(&"open")
+		open = true
+		# Disable the occluder as soon as the door starts opening.
+		# The occluder is not part of the pivot to prevent it from having its
+		# position changed every frame, which causes the occlusion culling BVH
+		# to be rebuilt each frame. This causes a CPU performance penalty.
+		$OccluderInstance3D.visible = false
 
 
 func _on_animation_player_animation_finished(_anim_name: StringName) -> void:

+ 6 - 5
3d/occlusion_culling_mesh_lod/node_3d.gd

@@ -1,16 +1,17 @@
 extends Node3D
 
-func _input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"toggle_occlusion_culling"):
+
+func _input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"toggle_occlusion_culling"):
 		get_viewport().use_occlusion_culling = not get_viewport().use_occlusion_culling
 		update_labels()
-	if event.is_action_pressed(&"toggle_mesh_lod"):
+	if input_event.is_action_pressed(&"toggle_mesh_lod"):
 		get_viewport().mesh_lod_threshold = 1.0 if is_zero_approx(get_viewport().mesh_lod_threshold) else 0.0
 		update_labels()
-	if event.is_action_pressed(&"cycle_draw_mode"):
+	if input_event.is_action_pressed(&"cycle_draw_mode"):
 		get_viewport().debug_draw = wrapi(get_viewport().debug_draw + 1, 0, 5) as Viewport.DebugDraw
 		update_labels()
-	if event.is_action_pressed(&"toggle_vsync"):
+	if input_event.is_action_pressed(&"toggle_vsync"):
 		if DisplayServer.window_get_vsync_mode() == DisplayServer.VSYNC_DISABLED:
 			DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
 		else:

+ 8 - 8
3d/particles/tester.gd

@@ -20,22 +20,22 @@ func _ready() -> void:
 	update_gui()
 
 
-func _unhandled_input(event: InputEvent) -> void:
-	if event.is_action_pressed(&"ui_left"):
+func _unhandled_input(input_event: InputEvent) -> void:
+	if input_event.is_action_pressed(&"ui_left"):
 		_on_previous_pressed()
-	if event.is_action_pressed(&"ui_right"):
+	if input_event.is_action_pressed(&"ui_right"):
 		_on_next_pressed()
 
-	if event is InputEventMouseButton:
-		if event.button_index == MOUSE_BUTTON_WHEEL_UP:
+	if input_event is InputEventMouseButton:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_UP:
 			zoom -= ZOOM_SPEED
-		if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
+		if input_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
 			zoom += ZOOM_SPEED
 		zoom = clamp(zoom, 1.5, 4)
 
-	if event is InputEventMouseMotion and event.button_mask & MAIN_BUTTONS:
+	if input_event is InputEventMouseMotion and input_event.button_mask & MAIN_BUTTONS:
 		# Use `screen_relative` to make mouse sensitivity independent of viewport resolution.
-		var relative_motion: Vector2 = event.screen_relative
+		var relative_motion: Vector2 = input_event.screen_relative
 		rot_y -= relative_motion.x * ROT_SPEED
 		rot_x -= relative_motion.y * ROT_SPEED
 		rot_x = clamp(rot_x, deg_to_rad(-90), 0)

+ 2 - 0
3d/physical_light_camera_units/options.gd

@@ -1,10 +1,12 @@
 extends Control
 
+
 @export var sun: DirectionalLight3D
 @export var lightbulb_1: OmniLight3D
 @export var lightbulb_2: OmniLight3D
 @export var world_environment: WorldEnvironment
 
+
 ## Returns color from a given temperature in kelvins (6500K is nearly white).
 ## Valid range is [1000; 15000].
 ## As explained in the Filament documentation:

+ 4 - 4
3d/physics_interpolation/player.gd

@@ -45,10 +45,10 @@ func _ready() -> void:
 	cycle_camera_type()
 
 
-func _input(event: InputEvent) -> void:
-	if event is InputEventMouseMotion:
-		_yaw -= event.screen_relative.x * MOUSE_SENSITIVITY * 0.001
-		_pitch += event.screen_relative.y * MOUSE_SENSITIVITY * 0.002
+func _input(input_event: InputEvent) -> void:
+	if input_event is InputEventMouseMotion:
+		_yaw -= input_event.screen_relative.x * MOUSE_SENSITIVITY * 0.001
+		_pitch += input_event.screen_relative.y * MOUSE_SENSITIVITY * 0.002
 		_pitch = clamp(_pitch, -PI, PI)
 		$Rig.rotation = Vector3(0, _yaw, 0)
 

+ 2 - 2
3d/physics_tests/project.godot

@@ -96,10 +96,10 @@ character_jump={
 [physics]
 
 3d/physics_engine="Jolt Physics"
-jolt_physics_3d/limits/temporary_memory_buffer_size=128
+jolt_physics_3d/limits/temporary_memory_buffer_size=256
 jolt_physics_3d/limits/max_bodies=262144
 jolt_physics_3d/limits/max_body_pairs=262144
-jolt_physics_3d/limits/max_contact_constraints=262144
+jolt_physics_3d/limits/max_contact_constraints=524288
 common/physics_interpolation=true
 
 [rendering]

+ 5 - 3
3d/physics_tests/test.gd

@@ -1,17 +1,19 @@
 class_name Test
 extends Node
 
+
 signal wait_done()
 
-@export var _enable_debug_collision := true
+@export var _enable_debug_collision: bool = true
 
 var _timer: Timer
-var _timer_started := false
+var _timer_started: bool = false
 
-var _wait_physics_ticks_counter := 0
+var _wait_physics_ticks_counter: int = 0
 
 var _drawn_nodes: Array[Node3D] = []
 
+
 func _enter_tree() -> void:
 	if not _enable_debug_collision:
 		get_tree().debug_collisions_hint = false

+ 11 - 9
3d/physics_tests/tests/functional/test_collision_pairs.gd

@@ -1,5 +1,6 @@
 extends Test
 
+
 const OPTION_TYPE_BOX = "Collision type/Box (1)"
 const OPTION_TYPE_SPHERE = "Collision type/Sphere (2)"
 const OPTION_TYPE_CAPSULE = "Collision type/Capsule (3)"
@@ -17,10 +18,11 @@ const OFFSET_RANGE = 3.0
 
 @export var offset := Vector3.ZERO
 
-var _update_collision := false
-var _collision_test_index := 0
+var _update_collision: bool = false
+var _collision_test_index: int = 0
 var _collision_shapes: Array[Shape3D] = []
 
+
 func _ready() -> void:
 	_initialize_collision_shapes()
 
@@ -47,17 +49,17 @@ func _ready() -> void:
 	_update_collision = true
 
 
-func _input(event: InputEvent) -> void:
-	if event is InputEventKey and event.pressed:
-		if event.keycode == KEY_1:
+func _input(input_event: InputEvent) -> void:
+	if input_event is InputEventKey and input_event.pressed:
+		if input_event.keycode == KEY_1:
 			_on_option_selected(OPTION_TYPE_BOX)
-		elif event.keycode == KEY_2:
+		elif input_event.keycode == KEY_2:
 			_on_option_selected(OPTION_TYPE_SPHERE)
-		elif event.keycode == KEY_3:
+		elif input_event.keycode == KEY_3:
 			_on_option_selected(OPTION_TYPE_CAPSULE)
-		elif event.keycode == KEY_4:
+		elif input_event.keycode == KEY_4:
 			_on_option_selected(OPTION_TYPE_CYLINDER)
-		elif event.keycode == KEY_5:
+		elif input_event.keycode == KEY_5:
 			_on_option_selected(OPTION_TYPE_CONVEX_POLYGON)
 
 

+ 15 - 13
3d/physics_tests/tests/functional/test_joints.gd

@@ -1,5 +1,6 @@
 extends Test
 
+
 const OPTION_JOINT_TYPE = "Joint Type/%s Joint (%d)"
 
 const OPTION_TEST_CASE_BODIES_COLLIDE = "Test case/Attached bodies collide"
@@ -10,27 +11,28 @@ const OPTION_TEST_CASE_CHANGE_POSITIONS = "Test case/Set body positions after ad
 
 const BOX_SIZE = Vector3(1.0, 1.0, 1.0)
 
-var _update_joint := false
+var _update_joint: bool = false
 var _selected_joint: Joint3D
 
-var _bodies_collide := false
-var _world_attachement := false
-var _dynamic_attachement := false
-var _destroy_body := false
-var _change_positions := false
+var _bodies_collide: bool = false
+var _world_attachement: bool = false
+var _dynamic_attachement: bool = false
+var _destroy_body: bool = false
+var _change_positions: bool = false
+
+var _joint_types: Dictionary[String, Joint3D] = {}
 
-var _joint_types := {}
 
 func _ready() -> void:
 	var options: OptionMenu = $Options
 
 	var joints: Node3D = $Joints
 	for joint_index in joints.get_child_count():
-		var joint_node := joints.get_child(joint_index)
+		var joint_node: Joint3D = joints.get_child(joint_index)
 		joint_node.visible = false
 		var joint_name := String(joint_node.name)
-		var joint_short := joint_name.substr(0, joint_name.length() - 5)
-		var option_name := OPTION_JOINT_TYPE % [joint_short, joint_index + 1]
+		var joint_short: String = joint_name.substr(0, joint_name.length() - 5)
+		var option_name: String = OPTION_JOINT_TYPE % [joint_short, joint_index + 1]
 		options.add_menu_item(option_name)
 		_joint_types[option_name] = joint_node
 
@@ -54,9 +56,9 @@ func _process(_delta: float) -> void:
 		$LabelJointType.text = "Joint Type: " + String(_selected_joint.name)
 
 
-func _input(event: InputEvent) -> void:
-	if event is InputEventKey and event.pressed:
-		var joint_index: int = event.keycode - KEY_1
+func _input(input_event: InputEvent) -> void:
+	if input_event is InputEventKey and input_event.pressed:
+		var joint_index: int = input_event.keycode - KEY_1
 		if joint_index >= 0 and joint_index < _joint_types.size():
 			_selected_joint = _joint_types.values()[joint_index]
 			_update_joint = true

+ 12 - 10
3d/physics_tests/tests/functional/test_moving_platform.gd

@@ -1,5 +1,6 @@
 extends Test
 
+
 const OPTION_BODY_TYPE = "Body Type/%s (%d)"
 
 const OPTION_SLOPE = "Physics options/Stop on slope (Character only)"
@@ -14,21 +15,22 @@ const SHAPE_CYLINDER = "Collision shapes/Cylinder"
 const SHAPE_SPHERE = "Collision shapes/Sphere"
 const SHAPE_CONVEX = "Collision shapes/Convex"
 
-var _slope := false
-var _snap := false
-var _friction := false
-var _rough := false
-var _animation_physics := false
+var _slope: bool = false
+var _snap: bool = false
+var _friction: bool = false
+var _rough: bool = false
+var _animation_physics: bool = false
 
 var _body_scene := {}
 var _key_list := []
 var _current_body_index := 0
-var _current_body_key := ""
+var _current_body_key: String = ""
 var _current_body: PhysicsBody3D = null
 var _body_type := ["CharacterBody3D", "RigidBody"]
 
 var _shapes := {}
-var _current_shape := ""
+var _current_shape: String = ""
+
 
 func _ready() -> void:
 	var options: OptionMenu = $Options
@@ -66,9 +68,9 @@ func _ready() -> void:
 	spawn_body_index(_current_body_index)
 
 
-func _input(event: InputEvent) -> void:
-	if event is InputEventKey and not event.pressed:
-		var _index: int = event.keycode - KEY_1
+func _input(input_event: InputEvent) -> void:
+	if input_event is InputEventKey and not input_event.pressed:
+		var _index: int = input_event.keycode - KEY_1
 		if _index >= 0 and _index < _key_list.size():
 			spawn_body_index(_index)
 

+ 5 - 3
3d/physics_tests/tests/functional/test_pyramid.gd

@@ -1,11 +1,13 @@
 extends Test
 
-@export_range(1, 100) var height := 10
-@export_range(1, 100) var width_max := 100
-@export_range(1, 100) var depth_max := 1
+
+@export_range(1, 100) var height: int = 10
+@export_range(1, 100) var width_max: int = 100
+@export_range(1, 100) var depth_max: int = 1
 @export var box_size := Vector3(1.0, 1.0, 1.0)
 @export var box_spacing := Vector3(0.0, 0.0, 0.0)
 
+
 func _ready() -> void:
 	_create_pyramid()
 

+ 3 - 2
3d/physics_tests/tests/functional/test_raycasting.gd

@@ -1,9 +1,10 @@
 extends Test
 
+
 const OPTION_TEST_CASE_HIT_FROM_INSIDE = "Test case/Hit from inside"
 
-var _hit_from_inside := false
-var _do_raycasts := false
+var _hit_from_inside: bool = false
+var _do_raycasts: bool = false
 
 @onready var _raycast_visuals := ImmediateMesh.new()
 @onready var _material := StandardMaterial3D.new()

+ 4 - 2
3d/physics_tests/tests/functional/test_rigidbody_ground_check.gd

@@ -1,5 +1,6 @@
 extends Test
 
+
 const OPTION_BIG = "Floor options/Big"
 const OPTION_SMALL = "Floor options/Small"
 
@@ -8,13 +9,14 @@ const SHAPE_CONVEX = "Collision shapes/Convex"
 const SHAPE_BOX = "Collision shapes/Box"
 
 var _dynamic_shapes_scene: PackedScene
-var _floor_shapes := {}
-var _floor_size := "Small"
+var _floor_shapes: Dictionary[String, PackedScene] = {}
+var _floor_size: String = "Small"
 
 var _current_floor_name := SHAPE_CONCAVE
 var _current_bodies: Node3D
 var _current_floor: Node3D
 
+
 func _ready() -> void:
 	var options: OptionMenu = $Options
 	_dynamic_shapes_scene = get_packed_scene($DynamicShapes/Bodies)

+ 5 - 3
3d/physics_tests/tests/functional/test_stack.gd

@@ -1,11 +1,13 @@
 extends Test
 
-@export_range(1, 100) var height := 10
-@export_range(1, 100) var width := 1
-@export_range(1, 100) var depth := 1
+
+@export_range(1, 100) var height: int = 10
+@export_range(1, 100) var width: int = 1
+@export_range(1, 100) var depth: int = 1
 @export var box_size := Vector3(1.0, 1.0, 1.0)
 @export var box_spacing := Vector3(0.0, 0.0, 0.0)
 
+
 func _ready() -> void:
 	_create_stack()
 

+ 13 - 11
3d/physics_tests/tests/performance/test_perf_broadphase.gd

@@ -1,17 +1,19 @@
 extends Test
 
+
 const BOX_SIZE = Vector3(0.8, 0.8, 0.8)
 const BOX_SPACE = Vector3(1.0, 1.0, 1.0)
 
-@export_range(1, 1000) var row_size := 20
-@export_range(1, 1000) var column_size := 20
-@export_range(1, 1000) var depth_size := 20
+@export_range(1, 1000) var row_size: int = 20
+@export_range(1, 1000) var column_size: int = 20
+@export_range(1, 1000) var depth_size: int = 20
 
 var _objects: Array[Node3D] = []
 
-var _log_physics := false
-var _log_physics_time := 0
-var _log_physics_time_start := 0
+var _log_physics: bool = false
+var _log_physics_time_usec: int = 0
+var _log_physics_time_usec_start: int = 0
+
 
 func _ready() -> void:
 	await start_timer(1.0).timeout
@@ -75,16 +77,16 @@ func _physics_process(delta: float) -> void:
 
 	if _log_physics:
 		var time := Time.get_ticks_usec()
-		var time_delta := time - _log_physics_time
-		var time_total := time - _log_physics_time_start
-		_log_physics_time = time
+		var time_delta := time - _log_physics_time_usec
+		var time_total := time - _log_physics_time_usec_start
+		_log_physics_time_usec = time
 		Log.print_log("  Physics Tick: %.3f ms (total = %.3f ms)" % [0.001 * time_delta, 0.001 * time_total])
 
 
 func _log_physics_start() -> void:
 	_log_physics = true
-	_log_physics_time_start = Time.get_ticks_usec()
-	_log_physics_time = _log_physics_time_start
+	_log_physics_time_usec_start = Time.get_ticks_usec()
+	_log_physics_time_usec = _log_physics_time_usec_start
 
 
 func _log_physics_stop() -> void:

+ 9 - 9
3d/physics_tests/tests/performance/test_perf_contacts.gd

@@ -8,14 +8,14 @@ const OPTION_TYPE_CYLINDER = "Shape type/Cylinder"
 const OPTION_TYPE_CONVEX = "Shape type/Convex"
 
 @export var spawns: Array[NodePath] = []
-@export var spawn_count := 100
+@export var spawn_count: int = 100
 @export var spawn_randomize := Vector3.ZERO
 
 var _object_templates: Array[Node3D] = []
 
-var _log_physics := false
-var _log_physics_time := 0
-var _log_physics_time_start := 0
+var _log_physics: bool = false
+var _log_physics_time_usec: int = 0
+var _log_physics_time_usec_start: int = 0
 
 func _ready() -> void:
 	await start_timer(0.5).timeout
@@ -48,16 +48,16 @@ func _physics_process(delta: float) -> void:
 
 	if _log_physics:
 		var time := Time.get_ticks_usec()
-		var time_delta := time - _log_physics_time
-		var time_total := time - _log_physics_time_start
-		_log_physics_time = time
+		var time_delta := time - _log_physics_time_usec
+		var time_total := time - _log_physics_time_usec_start
+		_log_physics_time_usec = time
 		Log.print_log("  Physics Tick: %.3f ms (total = %.3f ms)" % [0.001 * time_delta, 0.001 * time_total])
 
 
 func _log_physics_start() -> void:
 	_log_physics = true
-	_log_physics_time_start = Time.get_ticks_usec()
-	_log_physics_time = _log_physics_time_start
+	_log_physics_time_usec_start = Time.get_ticks_usec()
+	_log_physics_time_usec = _log_physics_time_usec_start
 
 
 func _log_physics_stop() -> void:

+ 2 - 2
3d/physics_tests/tests_menu.gd

@@ -2,8 +2,8 @@ extends OptionMenu
 
 
 class TestData:
-	var id := ""
-	var scene_path := ""
+	var id: String = ""
+	var scene_path: String = ""
 
 
 var _test_list: Array[TestData] = []

+ 9 - 7
3d/physics_tests/utils/camera_orbit.gd

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

+ 5 - 3
3d/physics_tests/utils/characterbody_physics.gd

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

+ 1 - 0
3d/physics_tests/utils/container_log.gd

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

+ 2 - 0
3d/physics_tests/utils/control3d.gd

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

+ 2 - 1
3d/physics_tests/utils/label_engine.gd

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

+ 1 - 0
3d/physics_tests/utils/label_fps.gd

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

+ 1 - 0
3d/physics_tests/utils/label_pause.gd

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

+ 2 - 1
3d/physics_tests/utils/label_test.gd

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

+ 1 - 0
3d/physics_tests/utils/label_version.gd

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

+ 3 - 1
3d/physics_tests/utils/option_menu.gd

@@ -1,15 +1,17 @@
 class_name OptionMenu
 extends MenuButton
 
+
 signal option_selected(item_path: String)
 signal option_changed(item_path: String, checked: bool)
 
+
 func add_menu_item(item_path: String, checkbox: bool = false, checked: bool = false) -> void:
 	var path_elements := item_path.split("/", false)
 	var path_element_count := path_elements.size()
 	assert(path_element_count > 0)
 
-	var path := ""
+	var path: String = ""
 	var popup := get_popup()
 	for element_index in path_element_count - 1:
 		var popup_label := path_elements[element_index]

+ 12 - 10
3d/physics_tests/utils/rigidbody_ground_check.gd

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

+ 14 - 12
3d/physics_tests/utils/rigidbody_pick.gd

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

+ 3 - 1
3d/physics_tests/utils/scroll_log.gd

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

+ 2 - 0
3d/physics_tests/utils/system.gd

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

+ 2 - 0
3d/physics_tests/utils/system_log.gd

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

+ 3 - 1
3d/platformer/coin/coin.gd

@@ -1,6 +1,8 @@
 extends Area3D
 
-var taken := false
+
+var taken: bool = false
+
 
 func _on_coin_body_enter(body: Node) -> void:
 	if not taken and body is Player:

+ 13 - 11
3d/platformer/enemy/enemy.gd

@@ -1,13 +1,14 @@
 extends RigidBody3D
 
-const ACCEL = 5.0
-const DEACCEL = 20.0
-const MAX_SPEED = 2.0
-const ROT_SPEED = 1.0
 
-var prev_advance := false
-var dying := false
-var rot_dir := 4
+const ACCEL: float = 5.0
+const DEACCEL: float = 20.0
+const MAX_SPEED: float = 2.0
+const ROT_SPEED: float = 1.0
+
+var prev_advance: bool = false
+var dying: bool = false
+var rot_dir: float = 4.0
 
 @onready var gravity := Vector3(
 		ProjectSettings.get_setting("physics/3d/default_gravity") * ProjectSettings.get_setting("physics/3d/default_gravity_vector")
@@ -17,6 +18,7 @@ var rot_dir := 4
 @onready var _ray_floor := $Enemy/Skeleton/RayFloor as RayCast3D
 @onready var _ray_wall := $Enemy/Skeleton/RayWall as RayCast3D
 
+
 func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
 	var delta := state.get_step()
 	var lin_velocity := state.get_linear_velocity()
@@ -51,10 +53,10 @@ func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
 				$SoundHit.play()
 				return
 
-	var advance := _ray_floor.is_colliding() and not _ray_wall.is_colliding()
+	var advance: bool = _ray_floor.is_colliding() and not _ray_wall.is_colliding()
 
-	var dir := ($Enemy/Skeleton as Node3D).get_transform().basis[2].normalized()
-	var deaccel_dir := dir
+	var dir: Vector3 = ($Enemy/Skeleton as Node3D).get_transform().basis.z.normalized()
+	var deaccel_dir: Vector3 = dir
 
 	if advance:
 		if dir.dot(lin_velocity) < MAX_SPEED:
@@ -67,7 +69,7 @@ func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
 		dir = Basis(up, rot_dir * ROT_SPEED * (delta)) * dir
 		$Enemy/Skeleton.set_transform(Transform3D().looking_at(-dir, up))
 
-	var dspeed := deaccel_dir.dot(lin_velocity)
+	var dspeed: float = deaccel_dir.dot(lin_velocity)
 	dspeed -= DEACCEL * delta
 	if dspeed < 0:
 		dspeed = 0

+ 1 - 1
3d/platformer/player/bullet/bullet.gd

@@ -3,4 +3,4 @@ extends RigidBody3D
 
 ## If `true`, the bullet can hit enemies. This is set to `false` when the bullet
 ## hits an enemy so it can't hit an enemy multiple times while the bullet is fading out.
-var enabled := true
+var enabled: bool = true

+ 7 - 5
3d/platformer/player/follow_camera.gd

@@ -1,15 +1,17 @@
 extends Camera3D
 
+
 const MAX_HEIGHT = 2.0
 const MIN_HEIGHT = 0.0
 
 var collision_exception: Array[RID] = []
 
-@export var min_distance := 0.5
-@export var max_distance := 3.5
-@export var angle_v_adjust := 0.0
-@export var autoturn_ray_aperture := 25.0
-@export var autoturn_speed := 50.0
+@export var min_distance: float = 0.5
+@export var max_distance: float = 3.5
+@export var angle_v_adjust: float = 0.0
+@export var autoturn_ray_aperture: float = 25.0
+@export var autoturn_speed: float = 50.0
+
 
 func _ready() -> void:
 	# Find collision exceptions for ray.

+ 16 - 16
3d/platformer/player/player.gd

@@ -6,26 +6,26 @@ enum _Anim {
 	AIR,
 }
 
-const SHOOT_TIME = 1.5
-const SHOOT_SCALE = 2.0
-const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
-const MAX_SPEED = 6.0
-const TURN_SPEED = 40.0
-const JUMP_VELOCITY = 12.5
-const BULLET_SPEED = 20.0
-const AIR_IDLE_DEACCEL = false
-const ACCEL = 14.0
-const DEACCEL = 14.0
-const AIR_ACCEL_FACTOR = 0.5
-const SHARP_TURN_THRESHOLD = deg_to_rad(140.0)
+const SHOOT_TIME: float = 1.5
+const SHOOT_SCALE: float = 2.0
+const CHAR_SCALE := Vector3(0.3, 0.3, 0.3)
+const MAX_SPEED: float = 6.0
+const TURN_SPEED: float = 40.0
+const JUMP_VELOCITY: float = 12.5
+const BULLET_SPEED: float = 20.0
+const AIR_IDLE_DEACCEL: bool = false
+const ACCEL: float = 14.0
+const DEACCEL: float = 14.0
+const AIR_ACCEL_FACTOR: float = 0.5
+const SHARP_TURN_THRESHOLD: float = deg_to_rad(140.0)
 
 var movement_dir := Vector3()
-var jumping := false
-var prev_shoot := false
-var shoot_blend := 0.0
+var jumping: bool = false
+var prev_shoot: bool = false
+var shoot_blend: float = 0.0
 
 # Number of coins collected.
-var coins := 0
+var coins: int = 0
 
 @onready var initial_position := position
 @onready var gravity: Vector3 = ProjectSettings.get_setting("physics/3d/default_gravity") * \

Unele fișiere nu au fost afișate deoarece prea multe fișiere au fost modificate în acest diff