Browse Source

Use StringName literals with Input methods

Aaron Franke 3 years ago
parent
commit
cb52878006
37 changed files with 126 additions and 126 deletions
  1. 4 4
      2d/dodge_the_creeps/Player.gd
  2. 1 1
      2d/finite_state_machine/player/states/motion/on_ground/move.gd
  3. 1 1
      2d/kinematic_character/player/player.gd
  4. 5 5
      2d/physics_platformer/player/player.gd
  5. 1 1
      2d/physics_tests/tests/functional/test_one_way_collision.gd
  6. 1 1
      2d/physics_tests/tests_menu.gd
  7. 3 3
      2d/physics_tests/utils/characterbody_controller.gd
  8. 3 3
      2d/physics_tests/utils/rigidbody_controller.gd
  9. 4 4
      2d/physics_tests/utils/system.gd
  10. 2 2
      2d/skeleton/player/player.gd
  11. 3 3
      3d/ik/addons/sade/ik_fabrik.gd
  12. 1 1
      3d/ik/addons/sade/ik_look_at.gd
  13. 1 1
      3d/ik/fps/example_player.gd
  14. 3 3
      3d/kinematic_character/player/cubio.gd
  15. 1 1
      3d/physics_tests/tests_menu.gd
  16. 4 4
      3d/physics_tests/utils/system.gd
  17. 2 2
      3d/platformer/player/player.gd
  18. 3 3
      3d/rigidbody_character/player/cubio.gd
  19. 2 2
      3d/truck_town/car_select.gd
  20. 2 2
      3d/truck_town/vehicle.gd
  21. 1 1
      3d/voxel/menu/debug.gd
  22. 1 1
      3d/voxel/menu/ingame/pause_menu.gd
  23. 7 7
      3d/voxel/player/player.gd
  24. 1 1
      audio/midi_piano/piano.gd
  25. 6 6
      misc/2.5d/addons/node25d/node_25d.gd
  26. 3 3
      misc/2.5d/assets/cube/cube_math.gd
  27. 6 6
      misc/2.5d/assets/platform/platform_sprite.gd
  28. 7 7
      misc/2.5d/assets/player/player_math_25d.gd
  29. 15 15
      misc/2.5d/assets/player/player_sprite.gd
  30. 6 6
      misc/2.5d/assets/shadow/shadow_sprite.gd
  31. 1 1
      misc/2.5d/assets/ui/control_hints.gd
  32. 3 3
      misc/window_management/control.gd
  33. 6 6
      mono/2.5d/assets/platform/platform_sprite.gd
  34. 6 6
      mono/2.5d/assets/shadow/shadow_sprite.gd
  35. 1 1
      mono/2.5d/assets/ui/control_hints.gd
  36. 5 5
      networking/multiplayer_bomber/player.gd
  37. 4 4
      viewport/2d_in_3d/pong.gd

+ 4 - 4
2d/dodge_the_creeps/Player.gd

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

+ 1 - 1
2d/finite_state_machine/player/states/motion/on_ground/move.gd

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

+ 1 - 1
2d/kinematic_character/player/player.gd

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

+ 5 - 5
2d/physics_platformer/player/player.gd

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

+ 1 - 1
2d/physics_tests/tests/functional/test_one_way_collision.gd

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

+ 1 - 1
2d/physics_tests/tests_menu.gd

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

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

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

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

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

+ 4 - 4
2d/physics_tests/utils/system.gd

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

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

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

+ 3 - 3
3d/ik/addons/sade/ik_fabrik.gd

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

+ 1 - 1
3d/ik/addons/sade/ik_look_at.gd

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

+ 1 - 1
3d/ik/fps/example_player.gd

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

+ 3 - 3
3d/kinematic_character/player/cubio.gd

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

+ 1 - 1
3d/physics_tests/tests_menu.gd

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

+ 4 - 4
3d/physics_tests/utils/system.gd

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

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

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

+ 3 - 3
3d/rigidbody_character/player/cubio.gd

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

+ 2 - 2
3d/truck_town/car_select.gd

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

+ 2 - 2
3d/truck_town/vehicle.gd

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

+ 1 - 1
3d/voxel/menu/debug.gd

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

+ 1 - 1
3d/voxel/menu/ingame/pause_menu.gd

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

+ 7 - 7
3d/voxel/player/player.gd

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

+ 1 - 1
audio/midi_piano/piano.gd

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

+ 6 - 6
misc/2.5d/addons/node25d/node_25d.gd

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

+ 3 - 3
misc/2.5d/assets/cube/cube_math.gd

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

+ 6 - 6
misc/2.5d/assets/platform/platform_sprite.gd

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

+ 7 - 7
misc/2.5d/assets/player/player_math_25d.gd

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

+ 15 - 15
misc/2.5d/assets/player/player_sprite.gd

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

+ 6 - 6
misc/2.5d/assets/shadow/shadow_sprite.gd

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

+ 1 - 1
misc/2.5d/assets/ui/control_hints.gd

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

+ 3 - 3
misc/window_management/control.gd

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

+ 6 - 6
mono/2.5d/assets/platform/platform_sprite.gd

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

+ 6 - 6
mono/2.5d/assets/shadow/shadow_sprite.gd

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

+ 1 - 1
mono/2.5d/assets/ui/control_hints.gd

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

+ 5 - 5
networking/multiplayer_bomber/player.gd

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

+ 4 - 4
viewport/2d_in_3d/pong.gd

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