Jelajahi Sumber

Minor style tweaks

Aaron Franke 5 tahun lalu
induk
melakukan
c117eb1847

+ 3 - 3
2d/platformer/src/Actors/Actor.gd

@@ -1,8 +1,8 @@
-extends KinematicBody2D
 class_name Actor
+extends KinematicBody2D
 
-# Both the Player and Enemy inherit this scene as they have shared behaviours such as
-# speed and are affected by gravity.
+# Both the Player and Enemy inherit this scene as they have shared behaviours
+# such as speed and are affected by gravity.
 
 
 export var speed = Vector2(400.0, 500.0)

+ 19 - 21
2d/platformer/src/Actors/Enemy.gd

@@ -1,13 +1,7 @@
-extends Actor
 class_name Enemy
+extends Actor
 
 
-onready var platform_detector = $PlatformDetector
-onready var floor_detector_left = $FloorDetectorLeft
-onready var floor_detector_right = $FloorDetectorRight
-onready var sprite = $Sprite
-onready var animation_player = $AnimationPlayer
-
 enum State {
 	WALKING,
 	DEAD
@@ -15,6 +9,12 @@ enum State {
 
 var _state = State.WALKING
 
+onready var platform_detector = $PlatformDetector
+onready var floor_detector_left = $FloorDetectorLeft
+onready var floor_detector_right = $FloorDetectorRight
+onready var sprite = $Sprite
+onready var animation_player = $AnimationPlayer
+
 # This function is called when the scene enters the scene tree.
 # We can initialize variables here.
 func _ready():
@@ -29,12 +29,12 @@ func _ready():
 # 3. Updates the sprite direction.
 # 4. Updates the animation.
 
-# Splitting the physics process logic into functions not only makes it easier to read, it help to
-# change or improve the code later on:
-# - If you need to change a calculation, you can use Go To -> Function (Ctrl Alt F) to quickly
-#   jump to the corresponding function.
-# - If you split the character into a state machine or more advanced pattern, you can easily move
-#   individual functions.
+# Splitting the physics process logic into functions not only makes it
+# easier to read, it help to change or improve the code later on:
+# - If you need to change a calculation, you can use Go To -> Function
+#   (Ctrl Alt F) to quickly jump to the corresponding function.
+# - If you split the character into a state machine or more advanced pattern,
+#   you can easily move individual functions.
 func _physics_process(_delta):
 	_velocity = calculate_move_velocity(_velocity)
 
@@ -49,16 +49,9 @@ func _physics_process(_delta):
 		animation_player.play(animation)
 
 
-func destroy():
-	_state = State.DEAD
-	_velocity = Vector2.ZERO
-
-
 # This function calculates a new velocity whenever you need it.
 # If the enemy encounters a wall or an edge, the horizontal velocity is flipped.
-func calculate_move_velocity(
-		linear_velocity
-	):
+func calculate_move_velocity(linear_velocity):
 	var velocity = linear_velocity
 
 	if not floor_detector_left.is_colliding():
@@ -72,6 +65,11 @@ func calculate_move_velocity(
 	return velocity
 
 
+func destroy():
+	_state = State.DEAD
+	_velocity = Vector2.ZERO
+
+
 func get_new_animation():
 	var animation_new = ""
 	if _state == State.WALKING:

+ 4 - 4
2d/platformer/src/Actors/Gun.gd

@@ -1,15 +1,15 @@
-extends Position2D
 class_name Gun
+extends Position2D
 # Represents a weapon that spawns and shoots bullets.
 # The Cooldown timer controls the cooldown duration between shots.
 
 
+const BULLET_VELOCITY = 1000.0
+const Bullet = preload("res://src/Objects/Bullet.tscn")
+
 onready var sound_shoot = $Shoot
 onready var timer = $Cooldown
 
-const Bullet = preload("res://src/Objects/Bullet.tscn")
-const BULLET_VELOCITY = 1000.0
-
 
 func shoot(direction = 1):
 	if not timer.is_stopped():

+ 8 - 8
2d/platformer/src/Actors/Player.gd

@@ -1,5 +1,5 @@
-extends Actor
 class_name Player
+extends Actor
 
 
 const FLOOR_DETECT_DISTANCE = 40.0
@@ -23,12 +23,12 @@ onready var gun = $Sprite/Gun
 # 5. Shoots bullets.
 # 6. Updates the animation.
 
-# # Splitting the physics process logic into functions not only makes it easier to read, it help to
-# change or improve the code later on:
-# - If you need to change a calculation, you can use Go To -> Function (Ctrl Alt F) to quickly
-#   jump to the corresponding function.
-# - If you split the character into a state machine or more advanced pattern, you can easily move
-#   individual functions.
+# Splitting the physics process logic into functions not only makes it
+# easier to read, it help to change or improve the code later on:
+# - If you need to change a calculation, you can use Go To -> Function
+#   (Ctrl Alt F) to quickly jump to the corresponding function.
+# - If you split the character into a state machine or more advanced pattern,
+#   you can easily move individual functions.
 func _physics_process(_delta):
 	var direction = get_direction()
 
@@ -38,7 +38,7 @@ func _physics_process(_delta):
 	var snap_vector = Vector2.DOWN * FLOOR_DETECT_DISTANCE if direction.y == 0.0 else Vector2.ZERO
 	var is_on_platform = platform_detector.is_colliding()
 	_velocity = move_and_slide_with_snap(
-		_velocity, snap_vector, FLOOR_NORMAL, not is_on_platform, 4,  0.9, false
+		_velocity, snap_vector, FLOOR_NORMAL, not is_on_platform, 4, 0.9, false
 	)
 
 	# When the character’s direction changes, we want to to scale the Sprite accordingly to flip it.

+ 1 - 1
2d/platformer/src/Main/Game.gd

@@ -1,6 +1,6 @@
+extends Node
 # This class contains controls that should always be accessible, like pausing
 # the game or toggling the window full-screen.
-extends Node
 
 
 # The "_" prefix is a convention to indicate that variables are private,

+ 1 - 1
2d/platformer/src/Objects/Bullet.gd

@@ -1,5 +1,5 @@
-extends RigidBody2D
 class_name Bullet
+extends RigidBody2D
 
 
 onready var animation_player = $AnimationPlayer

+ 4 - 4
2d/platformer/src/Objects/Coin.gd

@@ -1,5 +1,5 @@
-extends Area2D
 class_name Coin
+extends Area2D
 # Collectible that disappears when the player touches it.
 
 onready var animation_player = $AnimationPlayer
@@ -7,9 +7,9 @@ onready var animation_player = $AnimationPlayer
 # The Coins only detects collisions with the Player thanks to its collision mask.
 # This prevents other characters such as enemies from picking up coins.
 
-# # When the player collides with a coin, the coin plays its 'picked' animation.
-# The animation takes cares of making the coin disappear, but also deactivates its collisions
-# and frees it from memory, saving us from writing more complex code.
+# When the player collides with a coin, the coin plays its 'picked' animation.
+# The animation takes cares of making the coin disappear, but also deactivates its
+# collisions and frees it from memory, saving us from writing more complex code.
 # Click the AnimationPlayer node to see the animation timeline.
 func _on_body_entered(_body):
 	animation_player.play("picked")

+ 4 - 4
2d/platformer/src/UserInterface/PauseMenu.gd

@@ -8,15 +8,15 @@ func _ready():
 	visible = false
 
 
+func close():
+	visible = false
+
+
 func open():
 	visible = true
 	resume_button.grab_focus()
 
 
-func close():
-	visible = false
-
-
 func _on_ResumeButton_pressed():
 	get_tree().paused = false
 	visible = false