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Improve code formatting

The scripts were streamlined using more or less the following conventions:
 - space after a comma in lists of arguments
 - spaces around weak operators (+, -), no spaces around strong operators (*, /)
 - spaces around comparison operators and compound assignment operators
 - space after a comment start (#)
 - removed trailing spaces or tabs, apart from those that delimit the function indentation level (those could be removed too but since they are added automatically by the editor when typing code, keeping them for now)
 - function blocks separate by two newlines
 - comment sentences start with an upper-case letter
Rémi Verschelde há 9 anos atrás
pai
commit
d6642f26ca
40 ficheiros alterados com 841 adições e 1101 exclusões
  1. 8 9
      2d/area_input/input.gd
  2. 8 11
      2d/dynamic_collision_shapes/ball.gd
  3. 11 14
      2d/dynamic_collision_shapes/dynamic_colobjs.gd
  4. 42 49
      2d/fog_of_war/fog.gd
  5. 14 18
      2d/fog_of_war/troll.gd
  6. 13 17
      2d/hdr/beach_cave.gd
  7. 13 17
      2d/hexamap/troll.gd
  8. 13 17
      2d/isometric/troll.gd
  9. 53 63
      2d/isometric_light/cubio.gd
  10. 2 13
      2d/isometric_light/map.gd
  11. 7 12
      2d/isometric_light/shoot.gd
  12. 3 13
      2d/kinematic_char/colworld.gd
  13. 1 1
      2d/kinematic_char/engine.cfg
  14. 77 90
      2d/kinematic_char/player.gd
  15. 9 13
      2d/kinematic_col/player.gd
  16. 14 23
      2d/lookat/lookat.gd
  17. 15 19
      2d/motion/motion.gd
  18. 27 36
      2d/navpoly/navigation.gd
  19. 4 8
      2d/platformer/bullet.gd
  20. 5 14
      2d/platformer/coin.gd
  21. 38 52
      2d/platformer/enemy.gd
  22. 7 13
      2d/platformer/moving_platform.gd
  23. 104 132
      2d/platformer/player.gd
  24. 23 26
      2d/polygon_path_finder/polygonpathfinder.gd
  25. 39 44
      2d/pong/pong.gd
  26. 6 12
      2d/screen_space_shaders/screen_shaders.gd
  27. 28 32
      2d/shower_of_bullets/bullets.gd
  28. 12 18
      2d/shower_of_bullets/shower.gd
  29. 18 23
      2d/space_shooter/asteroid.gd
  30. 14 15
      2d/space_shooter/enemy1.gd
  31. 24 28
      2d/space_shooter/enemy2.gd
  32. 9 9
      2d/space_shooter/enemy_shot.gd
  33. 9 11
      2d/space_shooter/game_state.gd
  34. 2 10
      2d/space_shooter/main_menu.gd
  35. 7 12
      2d/space_shooter/rail.gd
  36. 29 35
      2d/space_shooter/ship.gd
  37. 13 20
      2d/space_shooter/shot.gd
  38. 98 120
      2d/tetris/grid.gd
  39. 2 7
      2d/texscreen/bubbles.gd
  40. 20 25
      2d/texscreen/lens.gd

+ 8 - 9
2d/area_input/input.gd

@@ -1,16 +1,15 @@
 
 extends Area2D
 
-#virtual from CollisionObject2D (also available as signal)
+
+# Virtual from CollisionObject2D (also available as signal)
 func _input_event(viewport, event, shape_idx):
-	#convert event to local coordinates
-	if (event.type==InputEvent.MOUSE_MOTION):
-		event = make_input_local( event )
+	# Convert event to local coordinates
+	if (event.type == InputEvent.MOUSE_MOTION):
+		event = make_input_local(event)
 		get_node("label").set_text(str(event.pos))
-		
-#virtual from CollisionObject2D (also available as signal)
-func _mouse_exit():
-		get_node("label").set_text("")
-		
 
 
+# Virtual from CollisionObject2D (also available as signal)
+func _mouse_exit():
+	get_node("label").set_text("")

+ 8 - 11
2d/dynamic_collision_shapes/ball.gd

@@ -1,21 +1,18 @@
 
 extends RigidBody2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
+var timeout = 5
 
-var timeout=5
 
 func _process(delta):
-	timeout-=delta
-	if (timeout<1):
+	timeout -= delta
+	if (timeout < 1):
 		set_opacity(timeout)
-	if (timeout<0):
+	if (timeout < 0):
 		queue_free()
-func _ready():
-	set_process(true)
-	# Initialization here
-	pass
 
 
+func _ready():
+	# Initialization here
+	set_process(true)

+ 11 - 14
2d/dynamic_collision_shapes/dynamic_colobjs.gd

@@ -1,23 +1,20 @@
 
 extends Node2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-const EMIT_INTERVAL=0.1
-var timeout=EMIT_INTERVAL
+# Member variables
+const EMIT_INTERVAL = 0.1
+var timeout = EMIT_INTERVAL
+
 
 func _process(delta):
-	timeout-=delta
-	if (timeout<0):
-		timeout=EMIT_INTERVAL
+	timeout -= delta
+	if (timeout < 0):
+		timeout = EMIT_INTERVAL
 		var ball = preload("res://ball.scn").instance()
-		ball.set_pos( Vector2(randf() * get_viewport_rect().size.x, 0) )
+		ball.set_pos(Vector2(randf()*get_viewport_rect().size.x, 0))
 		add_child(ball)
-			
-func _ready():
-	set_process(true)
-	# Initialization here
-	pass
 
 
+func _ready():
+	# Initialization here
+	set_process(true)

+ 42 - 49
2d/fog_of_war/fog.gd

@@ -1,86 +1,79 @@
 
 extends TileMap
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
 
-# boundarys for the fog rectangle
-var x_min = -20 # left start tile
-var x_max = 20 # right end tile
-var y_min = -20 # top start tile
-var y_max = 20 # bottom end tile
+# Boundaries for the fog rectangle
+var x_min = -20 # Left start tile
+var x_max = 20 # Right end tile
+var y_min = -20 # Top start tile
+var y_max = 20 # Bottom end tile
 
-var position # players position
+var position # Player's position
 
-# iteration variables
+# Iteration variables
 var x
 var y
 
-# variable to check if player moved
+# Variables to check if the player moved
 var x_old
 var y_old
 
-# array to build up the visible area like a square
-# first value determines the width/height of the tip
-# here it would be 2*2 + 1 = 5 tiles wide/high
-# second value determines the total squares size
-# here it would be 5*2 + 1 = 10 tiles wide/high
-var l = range(2,5)
+# Array to build up the visible area like a square.
+# First value determines the width/height of the tip.
+# Here it would be 2*2 + 1 = 5 tiles wide/high.
+# Second value determines the total squares size.
+# Here it would be 5*2 + 1 = 10 tiles wide/high.
+var l = range(2, 5)
 
-# process that runs in realtime
+
+# Process that runs in realtime
 func _fixed_process(delta):
 	position = get_node("../troll").get_pos()
 	
-	# calculate the corresponding tile
+	# Calculate the corresponding tile
 	# from the players position
 	x = int(position.x/get_cell_size().x)
-	# switching from positive to negative tile positions
+	# Switching from positive to negative tile positions
 	# causes problems because of rounding problems
 	if position.x < 0:
-		x -= 1 # correct negative values
+		x -= 1 # Correct negative values
 	
 	y = int(position.y/get_cell_size().y)
-	if position.y < 0:
+	if (position.y < 0):
 		y -= 1
-		
-	# check if the player moved one tile further
-	if (x_old != x) or (y_old != y):
-		
-		# create the transparent part (visited area)
-		var end = l.size()-1
+	
+	# Check if the player moved one tile further
+	if ((x_old != x) or (y_old != y)):
+		# Create the transparent part (visited area)
+		var end = l.size() - 1
 		var start = 0
 		for steps in range(l.size()):
-			for m in range(x-l[end]-1,x+l[end]+2):
-				for n in range(y-l[start]-1,y+l[start]+2):
-					if get_cell(m,n) != 0:
-						set_cell(m,n,1,0,0)
+			for m in range(x - l[end] - 1, x + l[end] + 2):
+				for n in range(y - l[start] - 1, y + l[start] + 2):
+					if (get_cell(m, n) != 0):
+						set_cell(m, n, 1, 0, 0)
 			end -= 1
 			start += 1
-	
-		# create the actual and active visible part
-		var end = l.size()-1
+		
+		# Create the actual and active visible part
+		var end = l.size() - 1
 		var start = 0
 		for steps in range(l.size()):
-			for m in range(x-l[end],x+l[end]+1):
-				for n in range(y-l[start],y+l[start]+1):
-					set_cell(m,n,-1)
+			for m in range(x - l[end], x + l[end] + 1):
+				for n in range(y - l[start], y + l[start] + 1):
+					set_cell(m, n, -1)
 			end -= 1
 			start += 1
-		
+	
 	x_old = x
 	y_old = y
-	
-	pass
+
 
 func _ready():
 	# Initalization here
-	
-	# create a square filled with the 100% opaque fog
-	for x in range(x_min,x_max):
-		for y in range(y_min,y_max):
-			set_cell(x,y,0,0,0)
+	# Create a square filled with the 100% opaque fog
+	for x in range(x_min, x_max):
+		for y in range(y_min, y_max):
+			set_cell(x, y, 0, 0, 0)
 	set_fixed_process(true)
-	pass
-
-

+ 14 - 18
2d/fog_of_war/troll.gd

@@ -2,42 +2,38 @@
 extends KinematicBody2D
 
 # This is a simple collision demo showing how
-# the kinematic cotroller works.
+# the kinematic controller works.
 # move() will allow to move the node, and will
-# always move it to a non-colliding spot, 
+# always move it to a non-colliding spot,
 # as long as it starts from a non-colliding spot too.
 
+# Member variables
+const MOTION_SPEED = 160 # Pixels/second
 
-#pixels / second
-const MOTION_SPEED=160
 
 func _fixed_process(delta):
-
 	var motion = Vector2()
 	
 	if (Input.is_action_pressed("move_up")):
-		motion+=Vector2(0,-1)
+		motion += Vector2(0, -1)
 	if (Input.is_action_pressed("move_bottom")):
-		motion+=Vector2(0,1)
+		motion += Vector2(0, 1)
 	if (Input.is_action_pressed("move_left")):
-		motion+=Vector2(-1,0)
+		motion += Vector2(-1, 0)
 	if (Input.is_action_pressed("move_right")):
-		motion+=Vector2(1,0)
+		motion += Vector2(1, 0)
 	
-	motion = motion.normalized() * MOTION_SPEED * delta
+	motion = motion.normalized()*MOTION_SPEED*delta
 	motion = move(motion)
 	
-	#make character slide nicely through the world	
+	# Make character slide nicely through the world
 	var slide_attempts = 4
-	while(is_colliding() and slide_attempts>0):
+	while(is_colliding() and slide_attempts > 0):
 		motion = get_collision_normal().slide(motion)
-		motion=move(motion)
-		slide_attempts-=1
-	
+		motion = move(motion)
+		slide_attempts -= 1
+
 
 func _ready():
 	# Initalization here
 	set_fixed_process(true)
-	pass
-
-

+ 13 - 17
2d/hdr/beach_cave.gd

@@ -1,26 +1,22 @@
 
 extends Node2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-const CAVE_LIMIT=1000
+# Member variables
+const CAVE_LIMIT = 1000
 
-func _input(ev):
-	if (ev.type==InputEvent.MOUSE_MOTION and ev.button_mask&1):
-		var rel_x = ev.relative_x
+
+func _input(event):
+	if (event.type == InputEvent.MOUSE_MOTION and event.button_mask&1):
+		var rel_x = event.relative_x
 		var cavepos = get_node("cave").get_pos()
-		cavepos.x+=rel_x
-		if (cavepos.x<-CAVE_LIMIT):
-			cavepos.x=-CAVE_LIMIT
-		elif (cavepos.x>0):
-			cavepos.x=0
+		cavepos.x += rel_x
+		if (cavepos.x < -CAVE_LIMIT):
+			cavepos.x = -CAVE_LIMIT
+		elif (cavepos.x > 0):
+			cavepos.x = 0
 		get_node("cave").set_pos(cavepos)
-			
+
 
 func _ready():
-	set_process_input(true)
 	# Initialization here
-	pass
-
-
+	set_process_input(true)

+ 13 - 17
2d/hexamap/troll.gd

@@ -2,42 +2,38 @@
 extends KinematicBody2D
 
 # This is a simple collision demo showing how
-# the kinematic cotroller works.
+# the kinematic controller works.
 # move() will allow to move the node, and will
 # always move it to a non-colliding spot, 
 # as long as it starts from a non-colliding spot too.
 
+# Member variables
+const MOTION_SPEED = 160 # Pixels/second
 
-#pixels / second
-const MOTION_SPEED=160
 
 func _fixed_process(delta):
-
 	var motion = Vector2()
 	
 	if (Input.is_action_pressed("move_up")):
-		motion+=Vector2(0,-1)
+		motion += Vector2(0, -1)
 	if (Input.is_action_pressed("move_bottom")):
-		motion+=Vector2(0,1)
+		motion += Vector2(0, 1)
 	if (Input.is_action_pressed("move_left")):
-		motion+=Vector2(-1,0)
+		motion += Vector2(-1, 0)
 	if (Input.is_action_pressed("move_right")):
-		motion+=Vector2(1,0)
+		motion += Vector2(1, 0)
 	
-	motion = motion.normalized() * MOTION_SPEED * delta
+	motion = motion.normalized()*MOTION_SPEED*delta
 	motion = move(motion)
 	
-	#make character slide nicely through the world	
+	# Make character slide nicely through the world
 	var slide_attempts = 4
-	while(is_colliding() and slide_attempts>0):
+	while(is_colliding() and slide_attempts > 0):
 		motion = get_collision_normal().slide(motion)
-		motion=move(motion)
-		slide_attempts-=1
-	
+		motion = move(motion)
+		slide_attempts -= 1
+
 
 func _ready():
 	# Initalization here
 	set_fixed_process(true)
-	pass
-
-

+ 13 - 17
2d/isometric/troll.gd

@@ -2,42 +2,38 @@
 extends KinematicBody2D
 
 # This is a simple collision demo showing how
-# the kinematic cotroller works.
+# the kinematic controller works.
 # move() will allow to move the node, and will
 # always move it to a non-colliding spot, 
 # as long as it starts from a non-colliding spot too.
 
+# Member variables
+const MOTION_SPEED = 160 # Pixels/seconds
 
-#pixels / second
-const MOTION_SPEED=160
 
 func _fixed_process(delta):
-
 	var motion = Vector2()
 	
 	if (Input.is_action_pressed("move_up")):
-		motion+=Vector2(0,-1)
+		motion += Vector2(0, -1)
 	if (Input.is_action_pressed("move_bottom")):
-		motion+=Vector2(0,1)
+		motion += Vector2(0, 1)
 	if (Input.is_action_pressed("move_left")):
-		motion+=Vector2(-1,0)
+		motion += Vector2(-1, 0)
 	if (Input.is_action_pressed("move_right")):
-		motion+=Vector2(1,0)
+		motion += Vector2(1, 0)
 	
-	motion = motion.normalized() * MOTION_SPEED * delta
+	motion = motion.normalized()*MOTION_SPEED*delta
 	motion = move(motion)
 	
-	#make character slide nicely through the world	
+	# Make character slide nicely through the world
 	var slide_attempts = 4
-	while(is_colliding() and slide_attempts>0):
+	while(is_colliding() and slide_attempts > 0):
 		motion = get_collision_normal().slide(motion)
-		motion=move(motion)
-		slide_attempts-=1
-	
+		motion = move(motion)
+		slide_attempts -= 1
+
 
 func _ready():
 	# Initalization here
 	set_fixed_process(true)
-	pass
-
-

+ 53 - 63
2d/isometric_light/cubio.gd

@@ -1,96 +1,86 @@
 
 extends KinematicBody2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
 const MAX_SPEED = 300.0
 const IDLE_SPEED = 10.0
-const ACCEL=5.0
-const VSCALE=0.5
-const SHOOT_INTERVAL=0.3
+const ACCEL = 5.0
+const VSCALE = 0.5
+const SHOOT_INTERVAL = 0.3
+
+var speed = Vector2()
+var current_anim = ""
+var current_mirror = false
 
-var speed=Vector2()
-var current_anim=""
-var current_mirror=false
+var shoot_countdown = 0
 
-var shoot_countdown=0
 
-func _input(ev):
-	if (ev.type==InputEvent.MOUSE_BUTTON and ev.button_index==1 and ev.pressed and shoot_countdown<=0):
-		var pos = get_canvas_transform().affine_inverse() * ev.pos
-		var dir = (pos-get_global_pos()).normalized()
+func _input(event):
+	if (event.type == InputEvent.MOUSE_BUTTON and event.button_index == 1 and event.pressed and shoot_countdown <= 0):
+		var pos = get_canvas_transform().affine_inverse()*event.pos
+		var dir = (pos - get_global_pos()).normalized()
 		var bullet = preload("res://shoot.scn").instance()
-		bullet.advance_dir=dir
-		bullet.set_pos( get_global_pos() + dir * 60 )
+		bullet.advance_dir = dir
+		bullet.set_pos(get_global_pos() + dir*60)
 		get_parent().add_child(bullet)
-		shoot_countdown=SHOOT_INTERVAL
-		
-		
-		
+		shoot_countdown = SHOOT_INTERVAL
+
 
 func _fixed_process(delta):
-	
-	shoot_countdown-=delta
+	shoot_countdown -= delta
 	var dir = Vector2()
 	if (Input.is_action_pressed("up")):
-		dir+=Vector2(0,-1)
+		dir += Vector2(0, -1)
 	if (Input.is_action_pressed("down")):
-		dir+=Vector2(0,1)
+		dir += Vector2(0, 1)
 	if (Input.is_action_pressed("left")):
-		dir+=Vector2(-1,0)
+		dir += Vector2(-1, 0)
 	if (Input.is_action_pressed("right")):
-		dir+=Vector2(1,0)
-		
-	if (dir!=Vector2()):
-		dir=dir.normalized()
-	speed = speed.linear_interpolate(dir*MAX_SPEED,delta*ACCEL)
-	var motion = speed * delta
-	motion.y*=VSCALE
-	motion=move(motion)
+		dir += Vector2(1, 0)
+	
+	if (dir != Vector2()):
+		dir = dir.normalized()
+	speed = speed.linear_interpolate(dir*MAX_SPEED, delta*ACCEL)
+	var motion = speed*delta
+	motion.y *= VSCALE
+	motion = move(motion)
 	
 	if (is_colliding()):
 		var n = get_collision_normal()
-		motion=n.slide(motion)
+		motion = n.slide(motion)
 		move(motion)
 
-	var next_anim=""
-	var next_mirror=false
+	var next_anim = ""
+	var next_mirror = false
 	
-	if (dir==Vector2() and speed.length()<IDLE_SPEED):
-		next_anim="idle"
-		next_mirror=false
-	elif (speed.length()>IDLE_SPEED*0.1):
-		var angle = atan2(abs(speed.x),speed.y)	
+	if (dir == Vector2() and speed.length() < IDLE_SPEED):
+		next_anim = "idle"
+		next_mirror = false
+	elif (speed.length() > IDLE_SPEED*0.1):
+		var angle = atan2(abs(speed.x), speed.y)
 		
-		next_mirror = speed.x>0
-		if (angle<PI/8):
-			next_anim="bottom"
-			next_mirror=false
-		elif (angle<PI/4+PI/8):
-			next_anim="bottom_left"
-		elif (angle<PI*2/4+PI/8):
-			next_anim="left"
-		elif (angle<PI*3/4+PI/8):
-			next_anim="top_left"
+		next_mirror = speed.x > 0
+		if (angle < PI/8):
+			next_anim = "bottom"
+			next_mirror = false
+		elif (angle < PI/4 + PI/8):
+			next_anim = "bottom_left"
+		elif (angle < PI*2/4 + PI/8):
+			next_anim = "left"
+		elif (angle < PI*3/4 + PI/8):
+			next_anim = "top_left"
 		else:
-			next_anim="top"
-			next_mirror=false
-		
-			
-	if (next_anim!=current_anim or next_mirror!=current_mirror):
+			next_anim = "top"
+			next_mirror = false
+	
+	if (next_anim != current_anim or next_mirror != current_mirror):
 		get_node("frames").set_flip_h(next_mirror)
 		get_node("anim").play(next_anim)
-		current_anim=next_anim
-		current_mirror=next_mirror
-		
+		current_anim = next_anim
+		current_mirror = next_mirror
 
 
 func _ready():
 	# Initialization here
 	set_fixed_process(true)
 	set_process_input(true)
-	pass
-
-

+ 2 - 13
2d/isometric_light/map.gd

@@ -1,18 +1,7 @@
 
 extends Node2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
 
-func _ready():
-	# Initialization here
-	pass
-
-
-
-
-func _on_prince_area_body_enter( body ):
-	if (body.get_name()=="cubio"):
+func _on_prince_area_body_enter(body):
+	if (body.get_name() == "cubio"):
 		get_node("message").show()
-	pass # replace with function body

+ 7 - 12
2d/isometric_light/shoot.gd

@@ -1,27 +1,22 @@
 
 extends KinematicBody2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
-var advance_dir=Vector2(1,0)
+# Member variables
 const ADVANCE_SPEED = 500.0
 
-var hit=false
+var advance_dir = Vector2(1, 0)
+var hit = false
+
 
 func _fixed_process(delta):
-	
 	if (hit):
 		return
-	move(advance_dir*delta*ADVANCE_SPEED)	
+	move(advance_dir*delta*ADVANCE_SPEED)
 	if (is_colliding()):
 		get_node("anim").play("explode")
-		hit=true
+		hit = true
+
 
 func _ready():
 	# Initialization here
 	set_fixed_process(true)
-	pass
-
-

+ 3 - 13
2d/kinematic_char/colworld.gd

@@ -1,18 +1,8 @@
 
 extends Node2D
 
-#member variables here, example:
-#var a=2
-#var b="textvar"
 
-func _ready():
-	#Initalization here
-	pass
-
-
-
-
-func _on_princess_body_enter( body ):
-	#the name of this editor-generated callback is unfortunate
-	if (body.get_name()=="player"):
+func _on_princess_body_enter(body):
+	# The name of this editor-generated callback is unfortunate
+	if (body.get_name() == "player"):
 		get_node("youwin").show()

+ 1 - 1
2d/kinematic_char/engine.cfg

@@ -1,6 +1,6 @@
 [application]
 
-name="Kinematic Collision"
+name="Kinematic Character"
 main_scene="res://colworld.scn"
 icon="res://icon.png"
 

+ 77 - 90
2d/kinematic_char/player.gd

@@ -1,137 +1,124 @@
 
 extends KinematicBody2D
 
-#This is a simple collision demo showing how
-#the kinematic cotroller works.
-#move() will allow to move the node, and will
-#always move it to a non-colliding spot, 
-#as long as it starts from a non-colliding spot too.
+# This is a simple collision demo showing how
+# the kinematic controller works.
+# move() will allow to move the node, and will
+# always move it to a non-colliding spot,
+# as long as it starts from a non-colliding spot too.
 
+# Member variables
+const GRAVITY = 500.0 # Pixels/second
 
-#pixels / second
-const GRAVITY = 500.0
-
-#Angle in degrees towards either side that the player can 
-#consider "floor".
+# Angle in degrees towards either side that the player can consider "floor"
 const FLOOR_ANGLE_TOLERANCE = 40
 const WALK_FORCE = 600
-const WALK_MIN_SPEED=10
+const WALK_MIN_SPEED = 10
 const WALK_MAX_SPEED = 200
 const STOP_FORCE = 1300
 const JUMP_SPEED = 200
-const JUMP_MAX_AIRBORNE_TIME=0.2
+const JUMP_MAX_AIRBORNE_TIME = 0.2
 
-const SLIDE_STOP_VELOCITY=1.0 #one pixel per second
-const SLIDE_STOP_MIN_TRAVEL=1.0 #one pixel
+const SLIDE_STOP_VELOCITY = 1.0 # One pixel per second
+const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel
 
 var velocity = Vector2()
-var on_air_time=100
-var jumping=false
+var on_air_time = 100
+var jumping = false
 
-var prev_jump_pressed=false
+var prev_jump_pressed = false
 
-func _fixed_process(delta):
 
-	#create forces
-	var force = Vector2(0,GRAVITY)
+func _fixed_process(delta):
+	# Create forces
+	var force = Vector2(0, GRAVITY)
 	
 	var walk_left = Input.is_action_pressed("move_left")
 	var walk_right = Input.is_action_pressed("move_right")
 	var jump = Input.is_action_pressed("jump")
-
-	var stop=true
+	
+	var stop = true
 	
 	if (walk_left):
-		if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
-			force.x-=WALK_FORCE			
-			stop=false
-		
+		if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
+			force.x -= WALK_FORCE
+			stop = false
 	elif (walk_right):
-		if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
-			force.x+=WALK_FORCE
-			stop=false
+		if (velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
+			force.x += WALK_FORCE
+			stop = false
 	
 	if (stop):
 		var vsign = sign(velocity.x)
 		var vlen = abs(velocity.x)
 		
-		vlen -= STOP_FORCE * delta
-		if (vlen<0):
-			vlen=0
-			
-		velocity.x=vlen*vsign
+		vlen -= STOP_FORCE*delta
+		if (vlen < 0):
+			vlen = 0
 		
-
-		
-	#integrate forces to velocity
-	velocity += force * delta
+		velocity.x = vlen*vsign
 	
-	#integrate velocity into motion and move
-	var motion = velocity * delta
-
-	#move and consume motion
+	# Integrate forces to velocity
+	velocity += force*delta
+	
+	# Integrate velocity into motion and move
+	var motion = velocity*delta
+	
+	# Move and consume motion
 	motion = move(motion)
-
-
-	var floor_velocity=Vector2()
-
+	
+	var floor_velocity = Vector2()
+	
 	if (is_colliding()):
-		# you can check which tile was collision against with this
+		# You can check which tile was collision against with this
 		# print(get_collider_metadata())
-
-		#ran against something, is it the floor? get normal
+		
+		# Ran against something, is it the floor? Get normal
 		var n = get_collision_normal()
-
-		if ( rad2deg(acos(n.dot( Vector2(0,-1)))) < FLOOR_ANGLE_TOLERANCE ):
-			#if angle to the "up" vectors is < angle tolerance
-			#char is on floor
-			on_air_time=0
-			floor_velocity=get_collider_velocity()
-			
-
-		if (on_air_time==0 and force.x==0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity()==Vector2()):
-			#Since this formula will always slide the character around, 
-			#a special case must be considered to to stop it from moving 
-			#if standing on an inclined floor. Conditions are:
-			# 1) Standing on floor (on_air_time==0)
+		
+		if (rad2deg(acos(n.dot(Vector2(0, -1)))) < FLOOR_ANGLE_TOLERANCE):
+			# If angle to the "up" vectors is < angle tolerance
+			# char is on floor
+			on_air_time = 0
+			floor_velocity = get_collider_velocity()
+		
+		if (on_air_time == 0 and force.x == 0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity() == Vector2()):
+			# Since this formula will always slide the character around, 
+			# a special case must be considered to to stop it from moving 
+			# if standing on an inclined floor. Conditions are:
+			# 1) Standing on floor (on_air_time == 0)
 			# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
 			# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
 			# 4) Collider is not moving
-						
+			
 			revert_motion()
-			velocity.y=0.0
-
+			velocity.y = 0.0
 		else:
-			#For every other case of motion,our motion was interrupted.
-			#Try to complete the motion by "sliding"
-			#by the normal				
-			
+			# For every other case of motion, our motion was interrupted.
+			# Try to complete the motion by "sliding" by the normal
 			motion = n.slide(motion)
-			velocity = n.slide(velocity)		
-			#then move again
+			velocity = n.slide(velocity)
+			# Then move again
 			move(motion)
-
-	if (floor_velocity!=Vector2()):
-		#if floor moves, move with floor
+	
+	if (floor_velocity != Vector2()):
+		# If floor moves, move with floor
 		move(floor_velocity*delta)
-
-	if (jumping and velocity.y>0):
-		#if falling, no longer jumping
-		jumping=false
-		
-	if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):	
-		# Jump must also be allowed to happen if the
-		# character left the floor a little bit ago.
+	
+	if (jumping and velocity.y > 0):
+		# If falling, no longer jumping
+		jumping = false
+	
+	if (on_air_time < JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
+		# Jump must also be allowed to happen if the character left the floor a little bit ago.
 		# Makes controls more snappy.
-		velocity.y=-JUMP_SPEED	
-		jumping=true
-		
-	on_air_time+=delta
-	prev_jump_pressed=jump	
+		velocity.y = -JUMP_SPEED
+		jumping = true
+	
+	on_air_time += delta
+	prev_jump_pressed = jump
+
 
 func _ready():
 	#Initalization here
 	set_fixed_process(true)
-	pass
-
-

+ 9 - 13
2d/kinematic_col/player.gd

@@ -2,35 +2,31 @@
 extends KinematicBody2D
 
 # This is a simple collision demo showing how
-# the kinematic cotroller works.
+# the kinematic controller works.
 # move() will allow to move the node, and will
 # always move it to a non-colliding spot, 
 # as long as it starts from a non-colliding spot too.
 
+# Member variables
+const MOTION_SPEED = 160 # Pixels/second
 
-#pixels / second
-const MOTION_SPEED=160
 
 func _fixed_process(delta):
-
 	var motion = Vector2()
 	
 	if (Input.is_action_pressed("move_up")):
-		motion+=Vector2(0,-1)
+		motion += Vector2(0, -1)
 	if (Input.is_action_pressed("move_bottom")):
-		motion+=Vector2(0,1)
+		motion += Vector2(0, 1)
 	if (Input.is_action_pressed("move_left")):
-		motion+=Vector2(-1,0)
+		motion += Vector2(-1, 0)
 	if (Input.is_action_pressed("move_right")):
-		motion+=Vector2(1,0)
+		motion += Vector2(1, 0)
 	
-	motion = motion.normalized() * MOTION_SPEED * delta
+	motion = motion.normalized()*MOTION_SPEED*delta
 	move(motion)
-	
+
 
 func _ready():
 	# Initalization here
 	set_fixed_process(true)
-	pass
-
-

+ 14 - 23
2d/lookat/lookat.gd

@@ -1,43 +1,34 @@
 
 extends Sprite
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
-const MODE_DIRECT=0
-const MODE_CONSTANT=1
-const MODE_SMOOTH=2
+# Member variables
+const MODE_DIRECT = 0
+const MODE_CONSTANT = 1
+const MODE_SMOOTH = 2
 
 const ROTATION_SPEED = 1
 const SMOOTH_SPEED = 2.0
 
-export(int,"Direct","Constant","Smooth") var mode=MODE_DIRECT
+export(int, "Direct", "Constant", "Smooth") var mode = MODE_DIRECT
+
 
 func _process(delta):
 	var mpos = get_viewport().get_mouse_pos()
 	
-	if (mode==MODE_DIRECT):
-	
+	if (mode == MODE_DIRECT):
 		look_at(mpos)
-		
-	elif (mode==MODE_CONSTANT):
-	
+	elif (mode == MODE_CONSTANT):
 		var ang = get_angle_to(mpos)
 		var s = sign(ang)
-		ang=abs(ang)
-		
-		rotate( min(ang,ROTATION_SPEED*delta)*s )
+		ang = abs(ang)
 		
-	elif (mode==MODE_SMOOTH):
-	
-		var ang = get_angle_to(mpos)		
+		rotate(min(ang, ROTATION_SPEED*delta)*s)
+	elif (mode == MODE_SMOOTH):
+		var ang = get_angle_to(mpos)
 		
-		rotate( ang*delta*SMOOTH_SPEED )
+		rotate(ang*delta*SMOOTH_SPEED)
+
 
 func _ready():
 	# Initialization here
 	set_process(true)
-	pass
-
-

+ 15 - 19
2d/motion/motion.gd

@@ -1,31 +1,30 @@
 
 extends Sprite
 
-
-export var use_idle=true
-
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
 const BEGIN = -113
 const END = 907
-const TIME = 5.0 # seconds
-const SPEED = (END-BEGIN)/TIME
+const TIME = 5.0 # Seconds
+const SPEED = (END - BEGIN)/TIME
+
+export var use_idle = true
+
 
 func _process(delta):
 	var ofs = get_pos()
-	ofs.x+=delta*SPEED
-	if (ofs.x>END):
-		ofs.x=BEGIN
+	ofs.x += delta*SPEED
+	if (ofs.x > END):
+		ofs.x = BEGIN
 	set_pos(ofs)
-	
+
+
 func _fixed_process(delta):
 	var ofs = get_pos()
-	ofs.x+=delta*SPEED
-	if (ofs.x>END):
-		ofs.x=BEGIN
+	ofs.x += delta*SPEED
+	if (ofs.x > END):
+		ofs.x = BEGIN
 	set_pos(ofs)
-	
+
 
 func _ready():
 	# Initialization here
@@ -33,6 +32,3 @@ func _ready():
 		set_process(true)
 	else:
 		set_fixed_process(true)
-	pass
-
-

+ 27 - 36
2d/navpoly/navigation.gd

@@ -1,63 +1,54 @@
 
 extends Navigation2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-var begin=Vector2()
-var end=Vector2()
-var path=[]
+# Member variables
+const SPEED = 200.0
 
-const SPEED=200.0
-
-func _process(delta):
+var begin = Vector2()
+var end = Vector2()
+var path = []
 
 
-	if (path.size()>1):
-	
+func _process(delta):
+	if (path.size() > 1):
 		var to_walk = delta*SPEED
-		while(to_walk>0 and path.size()>=2):
-			var pfrom = path[path.size()-1]
-			var pto = path[path.size()-2]
+		while(to_walk > 0 and path.size() >= 2):
+			var pfrom = path[path.size() - 1]
+			var pto = path[path.size() - 2]
 			var d = pfrom.distance_to(pto)
-			if (d<=to_walk):
-				path.remove(path.size()-1)
-				to_walk-=d
+			if (d <= to_walk):
+				path.remove(path.size() - 1)
+				to_walk -= d
 			else:
-				path[path.size()-1] = pfrom.linear_interpolate(pto,to_walk/d)
-				to_walk=0
-				
-		var atpos = path[path.size()-1]	
+				path[path.size() - 1] = pfrom.linear_interpolate(pto, to_walk/d)
+				to_walk = 0
+		
+		var atpos = path[path.size() - 1]
 		get_node("agent").set_pos(atpos)
 		
-		if (path.size()<2):
-			path=[]
+		if (path.size() < 2):
+			path = []
 			set_process(false)
-				
 	else:
 		set_process(false)
 
 
-
 func _update_path():
-
-	var p = get_simple_path(begin,end,true)
-	path=Array(p) # Vector2array to complex to use, convert to regular array
+	var p = get_simple_path(begin, end, true)
+	path = Array(p) # Vector2array too complex to use, convert to regular array
 	path.invert()
 	
 	set_process(true)
 
 
-func _input(ev):
-	if (ev.type==InputEvent.MOUSE_BUTTON and ev.pressed and ev.button_index==1):
-		begin=get_node("agent").get_pos()
-		#mouse to local navigatio cooards
-		end=ev.pos - get_pos()
+func _input(event):
+	if (event.type == InputEvent.MOUSE_BUTTON and event.pressed and event.button_index == 1):
+		begin = get_node("agent").get_pos()
+		# Mouse to local navigation coordinates
+		end = event.pos - get_pos()
 		_update_path()
 
+
 func _ready():
 	# Initialization here
 	set_process_input(true)
-	pass
-
-

+ 4 - 8
2d/platformer/bullet.gd

@@ -1,21 +1,17 @@
 
 extends RigidBody2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
+var disabled = false
 
-var disabled=false
 
 func disable():
 	if (disabled):
 		return
 	get_node("anim").play("shutdown")
-	disabled=true
+	disabled = true
+
 
 func _ready():
 	# Initalization here
 	get_node("Timer").start()
-	pass
-
-

+ 5 - 14
2d/platformer/coin.gd

@@ -1,28 +1,19 @@
 
 extends Area2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
-var taken=false
+# Member variables
+var taken = false
 
 
 func _on_body_enter( body ):
 	if (not taken and body extends preload("res://player.gd")):
 		get_node("anim").play("taken")
-		taken=true
-
-
-func _ready():
-	# Initalization here
-	pass
-
+		taken = true
 
 
-func _on_coin_area_enter( area ):
+func _on_coin_area_enter(area):
 	pass # replace with function body
 
 
-func _on_coin_area_enter_shape( area_id, area, area_shape, area_shape ):
+func _on_coin_area_enter_shape(area_id, area, area_shape, area_shape):
 	pass # replace with function body

+ 38 - 52
2d/platformer/enemy.gd

@@ -1,98 +1,84 @@
 
 extends RigidBody2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
 const STATE_WALKING = 0
 const STATE_DYING = 1
 
-
 var state = STATE_WALKING
 
-
 var direction = -1
-var anim=""
+var anim = ""
 
-var rc_left=null
-var rc_right=null
+var rc_left = null
+var rc_right = null
 var WALK_SPEED = 50
 
 var bullet_class = preload("res://bullet.gd")
 
+
 func _die():
 	queue_free()
 
+
 func _pre_explode():
-	#stay there
+	# Stay there
 	clear_shapes()
 	set_mode(MODE_STATIC)
 	get_node("sound").play("explode")
-	
 
-func _integrate_forces(s):
 
+func _integrate_forces(s):
 	var lv = s.get_linear_velocity()
-	var new_anim=anim
+	var new_anim = anim
 
-	if (state==STATE_DYING):
-		new_anim="explode"
-	elif (state==STATE_WALKING):
-		
-		new_anim="walk"
+	if (state == STATE_DYING):
+		new_anim = "explode"
+	elif (state == STATE_WALKING):
+		new_anim = "walk"
 		
-		var wall_side=0.0
+		var wall_side = 0.0
 		
 		for i in range(s.get_contact_count()):
 			var cc = s.get_contact_collider_object(i)
 			var dp = s.get_contact_local_normal(i)
 			
 			if (cc):
-			
-				
 				if (cc extends bullet_class and not cc.disabled):
 					set_mode(MODE_RIGID)
-					state=STATE_DYING
-					#lv=s.get_contact_local_normal(i)*400
+					state = STATE_DYING
+					#lv = s.get_contact_local_normal(i)*400
 					s.set_angular_velocity(sign(dp.x)*33.0)
 					set_friction(1)
 					cc.disable()
 					get_node("sound").play("hit")
-					
 					break
-				
-
-			if (dp.x>0.9):
-				wall_side=1.0
-			elif (dp.x<-0.9):
-				wall_side=-1.0
-				
-		if (wall_side!=0 and wall_side!=direction):
-		
-			direction=-direction
-			get_node("sprite").set_scale( Vector2(-direction,1) )			
-		if (direction<0 and not rc_left.is_colliding() and rc_right.is_colliding()):
-			direction=-direction
-			get_node("sprite").set_scale( Vector2(-direction,1) )
-		elif (direction>0 and not rc_right.is_colliding() and rc_left.is_colliding()):
-			direction=-direction
-			get_node("sprite").set_scale( Vector2(-direction,1) )
-			
-			
-		lv.x = direction * WALK_SPEED
 			
-	if( anim!=new_anim ):
-		anim=new_anim
+			if (dp.x > 0.9):
+				wall_side = 1.0
+			elif (dp.x < -0.9):
+				wall_side = -1.0
+		
+		if (wall_side != 0 and wall_side != direction):
+			direction = -direction
+			get_node("sprite").set_scale(Vector2(-direction, 1))
+		if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()):
+			direction = -direction
+			get_node("sprite").set_scale(Vector2(-direction, 1))
+		elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()):
+			direction = -direction
+			get_node("sprite").set_scale(Vector2(-direction, 1))
+		
+		lv.x = direction*WALK_SPEED
+	
+	if(anim != new_anim):
+		anim = new_anim
 		get_node("anim").play(anim)
-				
+	
 	s.set_linear_velocity(lv)
 
 
 func _ready():
 	# Initalization here
-	rc_left=get_node("raycast_left")
-	rc_right=get_node("raycast_right")
-
-
-
+	rc_left = get_node("raycast_left")
+	rc_right = get_node("raycast_right")

+ 7 - 13
2d/platformer/moving_platform.gd

@@ -1,27 +1,21 @@
 
 extends Node2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
 export var motion = Vector2()
 export var cycle = 1.0
-var accum=0.0
+var accum = 0.0
 
-func _fixed_process(delta):
 
-	accum += delta * (1.0/cycle) * PI * 2.0
-	accum = fmod(accum,PI*2.0)
+func _fixed_process(delta):
+	accum += delta*(1.0/cycle)*PI*2.0
+	accum = fmod(accum, PI*2.0)
 	var d = sin(accum)
 	var xf = Matrix32()
-	xf[2]= motion * d 
+	xf[2]= motion*d 
 	get_node("platform").set_transform(xf)
-		
+
 
 func _ready():
 	# Initalization here
 	set_fixed_process(true)
-	pass
-
-

+ 104 - 132
2d/platformer/player.gd

@@ -1,3 +1,4 @@
+
 extends RigidBody2D
 
 # Character Demo, written by Juan Linietsky.
@@ -24,42 +25,40 @@ extends RigidBody2D
 # -Friction cant be used, so floor velocity must be considered
 #  for moving platforms.
 
-var anim=""
-var siding_left=false
-var jumping=false
-var stopping_jump=false
-var shooting=false
+# Member variables
+var anim = ""
+var siding_left = false
+var jumping = false
+var stopping_jump = false
+var shooting = false
 
 var WALK_ACCEL = 800.0
-var WALK_DEACCEL= 800.0
-var WALK_MAX_VELOCITY= 200.0
+var WALK_DEACCEL = 800.0
+var WALK_MAX_VELOCITY = 200.0
 var AIR_ACCEL = 200.0
-var AIR_DEACCEL= 200.0
-var JUMP_VELOCITY=460
-var STOP_JUMP_FORCE=900.0
+var AIR_DEACCEL = 200.0
+var JUMP_VELOCITY = 460
+var STOP_JUMP_FORCE = 900.0
 
 var MAX_FLOOR_AIRBORNE_TIME = 0.15
 
-var airborne_time=1e20
-var shoot_time=1e20
+var airborne_time = 1e20
+var shoot_time = 1e20
 
 var MAX_SHOOT_POSE_TIME = 0.3
 
 var bullet = preload("res://bullet.xml")
 
-var floor_h_velocity=0.0
+var floor_h_velocity = 0.0
 var enemy
 
-func _integrate_forces(s):
-
-	
 
+func _integrate_forces(s):
 	var lv = s.get_linear_velocity()
 	var step = s.get_step()
 	
-	var new_anim=anim
-	var new_siding_left=siding_left
-	
+	var new_anim = anim
+	var new_siding_left = siding_left
 	
 	# Get the controls
 	var move_left = Input.is_action_pressed("move_left")
@@ -74,188 +73,161 @@ func _integrate_forces(s):
 		p.y = p.y - 100
 		e.set_pos(p)
 		get_parent().add_child(e)
-
-	
-	#deapply prev floor velocity
-	lv.x-=floor_h_velocity
-	floor_h_velocity=0.0
 	
+	# Deapply prev floor velocity
+	lv.x -= floor_h_velocity
+	floor_h_velocity = 0.0
 	
 	# Find the floor (a contact with upwards facing collision normal)
-	var found_floor=false
-	var floor_index=-1
+	var found_floor = false
+	var floor_index = -1
 	
 	for x in range(s.get_contact_count()):
-
 		var ci = s.get_contact_local_normal(x)
-		if (ci.dot(Vector2(0,-1))>0.6):
-			found_floor=true
-			floor_index=x
+		if (ci.dot(Vector2(0, -1)) > 0.6):
+			found_floor = true
+			floor_index = x
 	
 	# A good idea when impementing characters of all kinds,
-	# Compensates for physics imprecission, as well as human
-	# reaction delay.
-	
+	# compensates for physics imprecission, as well as human reaction delay.
 	if (shoot and not shooting):
-		shoot_time=0
+		shoot_time = 0
 		var bi = bullet.instance()
 		var ss
 		if (siding_left):
-			ss=-1.0
+			ss = -1.0
 		else:
-			ss=1.0
-		var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss,1.0)
-
+			ss = 1.0
+		var pos = get_pos() + get_node("bullet_shoot").get_pos()*Vector2(ss, 1.0)
+		
 		bi.set_pos(pos)
 		get_parent().add_child(bi)
-
-		bi.set_linear_velocity( Vector2(800.0*ss,-80) )	
-		get_node("sprite/smoke").set_emitting(true)	
+		
+		bi.set_linear_velocity(Vector2(800.0*ss, -80))
+		get_node("sprite/smoke").set_emitting(true)
 		get_node("sound").play("shoot")
-		PS2D.body_add_collision_exception(bi.get_rid(),get_rid()) # make bullet and this not collide
-
-
+		PS2D.body_add_collision_exception(bi.get_rid(), get_rid()) # Make bullet and this not collide
 	else:
-		shoot_time+=step
-		
+		shoot_time += step
 	
 	if (found_floor):
-		airborne_time=0.0 
+		airborne_time = 0.0
 	else:
-		airborne_time+=step #time it spent in the air
-		
+		airborne_time += step # Time it spent in the air
+	
 	var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
 
-	# Process jump		
+	# Process jump
 	if (jumping):
-		if (lv.y>0):
-			#set off the jumping flag if going down
-			jumping=false
+		if (lv.y > 0):
+			# Set off the jumping flag if going down
+			jumping = false
 		elif (not jump):
-			stopping_jump=true
-			
-		if (stopping_jump):
-			lv.y+=STOP_JUMP_FORCE*step
+			stopping_jump = true
 		
+		if (stopping_jump):
+			lv.y += STOP_JUMP_FORCE*step
+	
 	if (on_floor):
-
 		# Process logic when character is on floor
-			
 		if (move_left and not move_right):
 			if (lv.x > -WALK_MAX_VELOCITY):
-				lv.x-=WALK_ACCEL*step			
+				lv.x -= WALK_ACCEL*step
 		elif (move_right and not move_left):
 			if (lv.x < WALK_MAX_VELOCITY):
-				lv.x+=WALK_ACCEL*step
+				lv.x += WALK_ACCEL*step
 		else:
 			var xv = abs(lv.x)
-			xv-=WALK_DEACCEL*step
-			if (xv<0):
-				xv=0
-			lv.x=sign(lv.x)*xv
-			
-		#Check jump
+			xv -= WALK_DEACCEL*step
+			if (xv < 0):
+				xv = 0
+			lv.x = sign(lv.x)*xv
+		
+		# Check jump
 		if (not jumping and jump):
-			lv.y=-JUMP_VELOCITY
-			jumping=true
-			stopping_jump=false
+			lv.y = -JUMP_VELOCITY
+			jumping = true
+			stopping_jump = false
 			get_node("sound").play("jump")
-			
-		#check siding
 		
+		# Check siding
 		if (lv.x < 0 and move_left):
-			new_siding_left=true
+			new_siding_left = true
 		elif (lv.x > 0 and move_right):
-			new_siding_left=false
+			new_siding_left = false
 		if (jumping):
-			new_anim="jumping"	
-		elif (abs(lv.x)<0.1):
-			if (shoot_time<MAX_SHOOT_POSE_TIME):	
-				new_anim="idle_weapon"
+			new_anim = "jumping"
+		elif (abs(lv.x) < 0.1):
+			if (shoot_time < MAX_SHOOT_POSE_TIME):
+				new_anim = "idle_weapon"
 			else:
-				new_anim="idle"
+				new_anim = "idle"
 		else:
-			if (shoot_time<MAX_SHOOT_POSE_TIME):
-				new_anim="run_weapon"
+			if (shoot_time < MAX_SHOOT_POSE_TIME):
+				new_anim = "run_weapon"
 			else:
-				new_anim="run"
+				new_anim = "run"
 	else:
-	
 		# Process logic when the character is in the air
-		
 		if (move_left and not move_right):
 			if (lv.x > -WALK_MAX_VELOCITY):
-				lv.x-=AIR_ACCEL*step			
+				lv.x -= AIR_ACCEL*step
 		elif (move_right and not move_left):
 			if (lv.x < WALK_MAX_VELOCITY):
-				lv.x+=AIR_ACCEL*step
+				lv.x += AIR_ACCEL*step
 		else:
 			var xv = abs(lv.x)
-			xv-=AIR_DEACCEL*step
-			if (xv<0):
-				xv=0
-			lv.x=sign(lv.x)*xv
-			
-		if (lv.y<0):
-			if (shoot_time<MAX_SHOOT_POSE_TIME):
-				new_anim="jumping_weapon"
+			xv -= AIR_DEACCEL*step
+			if (xv < 0):
+				xv = 0
+			lv.x = sign(lv.x)*xv
+		
+		if (lv.y < 0):
+			if (shoot_time < MAX_SHOOT_POSE_TIME):
+				new_anim = "jumping_weapon"
 			else:
-				new_anim="jumping"
+				new_anim = "jumping"
 		else:
-			if (shoot_time<MAX_SHOOT_POSE_TIME):
-				new_anim="falling_weapon"
+			if (shoot_time < MAX_SHOOT_POSE_TIME):
+				new_anim = "falling_weapon"
 			else:
-				new_anim="falling"
-		
-
-	#Update siding
+				new_anim = "falling"
 	
-	if (new_siding_left!=siding_left):
+	# Update siding
+	if (new_siding_left != siding_left):
 		if (new_siding_left):
-			get_node("sprite").set_scale( Vector2(-1,1) )
+			get_node("sprite").set_scale(Vector2(-1, 1))
 		else:
-			get_node("sprite").set_scale( Vector2(1,1) )
-			
-		siding_left=new_siding_left
-							
-	#Change animation
-	if (new_anim!=anim):
-		anim=new_anim
-		get_node("anim").play(anim)
-		
-	shooting=shoot
-
- 	# Apply floor velocity
-	if (found_floor):
-		floor_h_velocity=s.get_contact_collider_velocity_at_pos(floor_index).x
-		lv.x+=floor_h_velocity
+			get_node("sprite").set_scale(Vector2(1, 1))
 		
+		siding_left = new_siding_left
 	
-														
-																																							
-	#Finally, apply gravity and set back the linear velocity
-	lv+=s.get_total_gravity()*step
-	s.set_linear_velocity(lv)
-	
+	# Change animation
+	if (new_anim != anim):
+		anim = new_anim
+		get_node("anim").play(anim)
 	
-
+	shooting = shoot
 	
+	# Apply floor velocity
+	if (found_floor):
+		floor_h_velocity = s.get_contact_collider_velocity_at_pos(floor_index).x
+		lv.x += floor_h_velocity
 	
+	# Finally, apply gravity and set back the linear velocity
+	lv += s.get_total_gravity()*step
+	s.set_linear_velocity(lv)
 
 
 func _ready():
 	# Initalization here
-
+	enemy = ResourceLoader.load("res://enemy.xml")
+	
 #	if !Globals.has_singleton("Facebook"):
-#        	return
+#		return
 #	var Facebook = Globals.get_singleton("Facebook")
 #	var link = Globals.get("facebook/link")
 #	var icon = Globals.get("facebook/icon")
 #	var msg = "I just sneezed on your wall! Beat my score and Stop the Running nose!"
 #	var title = "I just sneezed on your wall!"
 #	Facebook.post("feed", msg, title, link, icon)
-	enemy = ResourceLoader.load("res://enemy.xml")
-	pass
-
-
-

+ 23 - 26
2d/polygon_path_finder/polygonpathfinder.gd

@@ -1,37 +1,38 @@
 
 extends Spatial
 
+
 func _ready():
 	var pf = PolygonPathFinder.new()
 	
 	var points = Vector2Array()
 	var connections = IntArray()
 	
-	# poly 1
-	points.push_back(Vector2(0, 0))		#0
-	points.push_back(Vector2(10, 0))	#1
-	points.push_back(Vector2(10, 10))	#2
-	points.push_back(Vector2(0, 10))	#3
-
-	connections.push_back(0) # connect vertex 0 ...
+	# Poly 1
+	points.push_back(Vector2(0, 0))		# 0
+	points.push_back(Vector2(10, 0))	# 1
+	points.push_back(Vector2(10, 10))	# 2
+	points.push_back(Vector2(0, 10))	# 3
+	
+	connections.push_back(0) # Connect vertex 0...
 	connections.push_back(1) # ... to 1
 	drawLine(points[0], points[1], get_node("/root/Spatial/Polys"))
-	connections.push_back(1) # connect vertex 1 ...
+	connections.push_back(1) # Connect vertex 1...
 	connections.push_back(2) # ... to 2
 	drawLine(points[1], points[2], get_node("/root/Spatial/Polys"))
-	connections.push_back(2) # etc.
+	connections.push_back(2) # Etc.
 	connections.push_back(3)
 	drawLine(points[2], points[3], get_node("/root/Spatial/Polys"))
-	connections.push_back(3) # connect vertex 3 ...
-	connections.push_back(0) # back to vertex 0, to close the polygon
+	connections.push_back(3) # Connect vertex 3...
+	connections.push_back(0) # ... back to vertex 0, to close the polygon
 	drawLine(points[3], points[0], get_node("/root/Spatial/Polys"))
-
-	# poly 2, as obstacle inside poly 1
-	points.push_back(Vector2(2, 0.5))	#4
-	points.push_back(Vector2(4, 0.5))	#5
-	points.push_back(Vector2(4, 9.5))	#6
-	points.push_back(Vector2(2, 9.5))	#7
-
+	
+	# Poly 2, as obstacle inside poly 1
+	points.push_back(Vector2(2, 0.5))	# 4
+	points.push_back(Vector2(4, 0.5))	# 5
+	points.push_back(Vector2(4, 9.5))	# 6
+	points.push_back(Vector2(2, 9.5))	# 7
+	
 	connections.push_back(4)
 	connections.push_back(5)
 	drawLine(points[4], points[5], get_node("/root/Spatial/Polys"))
@@ -44,24 +45,22 @@ func _ready():
 	connections.push_back(7)
 	connections.push_back(4)
 	drawLine(points[7], points[4], get_node("/root/Spatial/Polys"))
-
 	
-	print("points: ",points)
-	print("connections: ",connections)
+	print("points: ", points)
+	print("connections: ", connections)
 	
 	pf.setup(points, connections)
 	
 	var path = pf.find_path(Vector2(1, 5), Vector2(8, 5))
 	
 	var lastStep = null
-	print("path: ",path)
+	print("path: ", path)
 	for step in path:
-		print("step: ",step)
+		print("step: ", step)
 		if (lastStep != null):
 			var currPathSegment = Vector2Array()
 			drawLine(lastStep, step, get_node("/root/Spatial/Path"))
 		lastStep = step
-		
 
 
 func drawLine(pointA, pointB, immediateGeo):
@@ -76,5 +75,3 @@ func drawLine(pointA, pointB, immediateGeo):
 	im.add_vertex(Vector3(pointA.x, drawPosY, pointA.y))
 	im.add_vertex(Vector3(pointB.x, drawPosY, pointB.y))
 	im.end()
-	
-	

+ 39 - 44
2d/pong/pong.gd

@@ -1,73 +1,68 @@
 
 extends Node2D
 
-#member variables here, example:
-#var a=2
-#var b="textvar"
+# Member variables
 const INITIAL_BALL_SPEED = 80
 var ball_speed = INITIAL_BALL_SPEED
-var screen_size = Vector2(640,400)
-#default ball direction
-var direction = Vector2(-1,0)
-var pad_size = Vector2(8,32)
+var screen_size = Vector2(640, 400)
+
+# Default ball direction
+var direction = Vector2(-1, 0)
+var pad_size = Vector2(8, 32)
 const PAD_SPEED = 150
 
 
 func _process(delta):
-
-
-	#get ball position and pad rectangles
+	# Get ball position and pad rectangles
 	var ball_pos = get_node("ball").get_pos()
-	var left_rect = Rect2( get_node("left").get_pos() - pad_size*0.5, pad_size )
-	var right_rect = Rect2( get_node("right").get_pos() - pad_size*0.5, pad_size )
+	var left_rect = Rect2(get_node("left").get_pos() - pad_size*0.5, pad_size)
+	var right_rect = Rect2(get_node("right").get_pos() - pad_size*0.5, pad_size)
 	
-	#integrate new ball postion
-	ball_pos+=direction*ball_speed*delta
+	# Integrate new ball postion
+	ball_pos += direction*ball_speed*delta
 	
-	#flip when touching roof or floor
-	if ( (ball_pos.y<0 and direction.y <0) or (ball_pos.y>screen_size.y and direction.y>0)):
+	# Flip when touching roof or floor
+	if ((ball_pos.y < 0 and direction.y < 0) or (ball_pos.y > screen_size.y and direction.y > 0)):
 		direction.y = -direction.y
-		
-	#flip, change direction and increase speed when touching pads	
-	if ( (left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
-		direction.x=-direction.x
-		ball_speed*=1.1
-		direction.y=randf()*2.0-1
+	
+	# Flip, change direction and increase speed when touching pads
+	if ((left_rect.has_point(ball_pos) and direction.x < 0) or (right_rect.has_point(ball_pos) and direction.x > 0)):
+		direction.x = -direction.x
+		ball_speed *= 1.1
+		direction.y = randf()*2.0 - 1
 		direction = direction.normalized()
-
-	#check gameover
-	if (ball_pos.x<0 or ball_pos.x>screen_size.x):
-		ball_pos=screen_size*0.5
-		ball_speed=INITIAL_BALL_SPEED
-		direction=Vector2(-1,0)
-			
-						
+	
+	# Check gameover
+	if (ball_pos.x < 0 or ball_pos.x > screen_size.x):
+		ball_pos = screen_size*0.5
+		ball_speed = INITIAL_BALL_SPEED
+		direction = Vector2(-1, 0)
+	
 	get_node("ball").set_pos(ball_pos)
-
-	#move left pad
+	
+	# Move left pad
 	var left_pos = get_node("left").get_pos()
 	
 	if (left_pos.y > 0 and Input.is_action_pressed("left_move_up")):
-		left_pos.y+=-PAD_SPEED*delta
+		left_pos.y += -PAD_SPEED*delta
 	if (left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down")):
-		left_pos.y+=PAD_SPEED*delta
-		
+		left_pos.y += PAD_SPEED*delta
+	
 	get_node("left").set_pos(left_pos)
-		
-	#move right pad	
+	
+	# Move right pad
 	var right_pos = get_node("right").get_pos()
 	
 	if (right_pos.y > 0 and Input.is_action_pressed("right_move_up")):
-		right_pos.y+=-PAD_SPEED*delta
+		right_pos.y += -PAD_SPEED*delta
 	if (right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down")):
-		right_pos.y+=PAD_SPEED*delta
-		
-	get_node("right").set_pos(right_pos)
+		right_pos.y += PAD_SPEED*delta
 	
-	 
+	get_node("right").set_pos(right_pos)
+
 
 func _ready():
-	screen_size = get_viewport_rect().size #get actual size
+	# Initalization here
+	screen_size = get_viewport_rect().size # Get actual size
 	pad_size = get_node("left").get_texture().get_size()
 	set_process(true)
-

+ 6 - 12
2d/screen_space_shaders/screen_shaders.gd

@@ -1,32 +1,26 @@
 
 extends Control
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
 
 func _ready():
 	# Initialization here
 	for c in get_node("pictures").get_children():
-		get_node("picture").add_item("PIC: "+c.get_name())
+		get_node("picture").add_item("PIC: " + c.get_name())
 	for c in get_node("effects").get_children():
-		get_node("effect").add_item("FX: "+c.get_name())
-	pass
+		get_node("effect").add_item("FX: " + c.get_name())
 
 
-
-
-func _on_picture_item_selected( ID ):
+func _on_picture_item_selected(ID):
 	for c in range(get_node("pictures").get_child_count()):
-		if (ID==c):
+		if (ID == c):
 			get_node("pictures").get_child(c).show()
 		else:
 			get_node("pictures").get_child(c).hide()
 
 
-func _on_effect_item_selected( ID ):
+func _on_effect_item_selected(ID):
 	for c in range(get_node("effects").get_child_count()):
-		if (ID==c):
+		if (ID == c):
 			get_node("effects").get_child(c).show()
 		else:
 			get_node("effects").get_child(c).hide()

+ 28 - 32
2d/shower_of_bullets/bullets.gd

@@ -4,73 +4,69 @@ extends Node2D
 # This demo is an example of controling a high number of 2D objects with logic and collision without using scene nodes.
 # This technique is a lot more efficient than using instancing and nodes, but requires more programming and is less visual
 
+# Member variables
 const BULLET_COUNT = 500
 const SPEED_MIN = 20
 const SPEED_MAX = 50
 
-var bullets=[]
+var bullets = []
 var shape
 
+
+# Inner classes
 class Bullet:
 	var pos = Vector2()
 	var speed = 1.0
 	var body = RID()
-	
 
-func _draw():
 
+func _draw():
 	var t = preload("res://bullet.png")
 	var tofs = -t.get_size()*0.5
 	for b in bullets:
-		draw_texture(t,b.pos+tofs)	
-		
-	
+		draw_texture(t, b.pos + tofs)
+
+
 func _process(delta):
 	var width = get_viewport_rect().size.x*2.0
 	var mat = Matrix32()
 	for b in bullets:
-		b.pos.x-=b.speed*delta
+		b.pos.x -= b.speed*delta
 		if (b.pos.x < -30):
-			b.pos.x+=width
-		mat.o=b.pos		
-		
-		Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat)
+			b.pos.x += width
+		mat.o = b.pos
 		
+		Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat)
+	
 	update()
-		
-			
-func _ready():
 
-	shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE)
-	Physics2DServer.shape_set_data(shape,8) #radius
 
+func _ready():
+	# Initialization here
+	shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE)
+	Physics2DServer.shape_set_data(shape, 8) # Radius
+	
 	for i in range(BULLET_COUNT):
 		var b = Bullet.new()
-		b.speed=rand_range(SPEED_MIN,SPEED_MAX)
+		b.speed = rand_range(SPEED_MIN, SPEED_MAX)
 		b.body = Physics2DServer.body_create(Physics2DServer.BODY_MODE_KINEMATIC)
-		Physics2DServer.body_set_space(b.body,get_world_2d().get_space())
-		Physics2DServer.body_add_shape(b.body,shape)
+		Physics2DServer.body_set_space(b.body, get_world_2d().get_space())
+		Physics2DServer.body_add_shape(b.body, shape)
 		
-		b.pos = Vector2( get_viewport_rect().size * Vector2(randf()*2.0,randf()) ) #twice as long
-		b.pos.x += get_viewport_rect().size.x # start outside
+		b.pos = Vector2(get_viewport_rect().size * Vector2(randf()*2.0, randf())) # Twice as long
+		b.pos.x += get_viewport_rect().size.x # Start outside
 		var mat = Matrix32()
-		mat.o=b.pos
-		Physics2DServer.body_set_state(b.body,Physics2DServer.BODY_STATE_TRANSFORM,mat)
+		mat.o = b.pos
+		Physics2DServer.body_set_state(b.body, Physics2DServer.BODY_STATE_TRANSFORM, mat)
 		
 		bullets.append(b)
-		
-		
-	set_process(true)
-		
 	
+	set_process(true)
+
+
 func _exit_tree():
 	for b in bullets:
 		Physics2DServer.free_rid(b.body)
 	
 	Physics2DServer.free_rid(shape)
-	# Initalization here
 	bullets.clear()
-	
-	pass
-
-

+ 12 - 18
2d/shower_of_bullets/shower.gd

@@ -1,32 +1,26 @@
 
 extends Node2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
+var touching = 0
 
-var touching=0
+func _input(event):
+	if (event.type == InputEvent.MOUSE_MOTION):
+		get_node("player").set_pos(event.pos - Vector2(0, 16))
 
-func _input(ev):
 
-	if (ev.type==InputEvent.MOUSE_MOTION):
-		get_node("player").set_pos(ev.pos-Vector2(0,16))
-
-
-func _on_player_body_enter_shape( body_id, body, body_shape, area_shape ):
-
-	touching+=1
-	if (touching==1):
+func _on_player_body_enter_shape(body_id, body, body_shape, area_shape):
+	touching += 1
+	if (touching == 1):
 		get_node("player/sprite").set_frame(1)
 
 
-func _on_player_body_exit_shape( body_id, body, body_shape, area_shape ):
-
-	touching-=1
-	if (touching==0):
+func _on_player_body_exit_shape(body_id, body, body_shape, area_shape):
+	touching -= 1
+	if (touching == 0):
 		get_node("player/sprite").set_frame(0)
 
 
 func _ready():
+	# Initialization here
 	set_process_input(true)
-	pass

+ 18 - 23
2d/space_shooter/asteroid.gd

@@ -1,49 +1,44 @@
 
 extends Area2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
+const SPEED = -200
+const Y_RANDOM = 10
 
-const SPEED=-200
-const Y_RANDOM=10
+var points = 1
+var speed_y = 0.0
+var destroyed = false
 
-var points=1
-
-
-var speed_y=0.0
 
 func _process(delta):
+	translate(Vector2(SPEED, speed_y)*delta)
 
-	translate( Vector2(SPEED,speed_y) * delta )
 
 func _ready():
 	# Initialization here	
-	speed_y=rand_range(-Y_RANDOM,Y_RANDOM)
-	pass
+	speed_y = rand_range(-Y_RANDOM, Y_RANDOM)
 
-var destroyed=false
 
 func destroy():
 	if (destroyed):
-		return	
-	destroyed=true
+		return
+	destroyed = true
 	get_node("anim").play("explode")
 	set_process(false)
 	get_node("sfx").play("sound_explode")
-	#accum points
-	get_node("/root/game_state").points+=1
-	
+	# Accumulate points
+	get_node("/root/game_state").points += 1
+
+
 func is_enemy():
-	return not destroyed	
-	
+	return not destroyed
+
 
 func _on_visibility_enter_screen():
 	set_process(true)
-	#make it spin!
+	# Make it spin!
 	get_node("anim").play("spin")
-	
+
 
 func _on_visibility_exit_screen():
 	queue_free()
-	pass # replace with function body

+ 14 - 15
2d/space_shooter/enemy1.gd

@@ -1,17 +1,15 @@
 
 extends Area2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
+const SPEED = -200
+
+var destroyed=false
 
-const SPEED=-200
 
 func _process(delta):
-	get_parent().translate(Vector2(SPEED*delta,0))
+	get_parent().translate(Vector2(SPEED*delta, 0))
 
-	
-var destroyed=false
 
 func is_enemy():
 	return not destroyed
@@ -19,19 +17,20 @@ func is_enemy():
 
 func destroy():
 	if (destroyed):
-		return	
-	destroyed=true
+		return
+	destroyed = true
 	get_node("anim").play("explode")
-	set_process(false)	
+	set_process(false)
 	get_node("sfx").play("sound_explode")
-	#accum points
-	get_node("/root/game_state").points+=5
+	# Accumulate points
+	get_node("/root/game_state").points += 5
+
 
 func _on_visibility_enter_screen():
 	set_process(true)
-	get_node("anim").play("zigzag")	
-	get_node("anim").seek(randf()*2.0) #make it start from any pos
+	get_node("anim").play("zigzag")
+	get_node("anim").seek(randf()*2.0) # Make it start from any pos
+
 
 func _on_visibility_exit_screen():
 	queue_free()
-	

+ 24 - 28
2d/space_shooter/enemy2.gd

@@ -1,56 +1,52 @@
 
 extends Area2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-const SPEED=-220
-const SHOOT_INTERVAL=1
-var shoot_timeout=0
+# Member variables
+const SPEED = -220
+const SHOOT_INTERVAL = 1
+
+var shoot_timeout = 0
+var destroyed=false
+
 
 func _process(delta):
-	translate( Vector2(SPEED*delta,0) )
-	shoot_timeout-=delta
-	
-	if (shoot_timeout<0):
+	translate(Vector2(SPEED*delta, 0))
+	shoot_timeout -= delta
 	
-		shoot_timeout=SHOOT_INTERVAL
+	if (shoot_timeout < 0):
+		shoot_timeout = SHOOT_INTERVAL
 		
-		#instance a shot
+		# Instance a shot
 		var shot = preload("res://enemy_shot.scn").instance()
-		#set pos as "shoot_from" Position2D node
-		shot.set_pos( get_node("shoot_from").get_global_pos() )
-		#add it to parent, so it has world coordinates
+		# Set pos as "shoot_from" Position2D node
+		shot.set_pos(get_node("shoot_from").get_global_pos())
+		# Add it to parent, so it has world coordinates
 		get_parent().add_child(shot)
-		
-var destroyed=false
+
 
 func is_enemy():
 	return not destroyed
 
+
 func destroy():
 	if (destroyed):
-		return	
-	destroyed=true
+		return
+	destroyed = true
 	get_node("anim").play("explode")
-	set_process(false)	
+	set_process(false)
 	get_node("sfx").play("sound_explode")
-	#accum points
-	get_node("/root/game_state").points+=10
+	# Accumulate points
+	get_node("/root/game_state").points += 10
+
 
 func _ready():
-	set_fixed_process(true)
 	# Initialization here
-	pass
-
-
+	set_fixed_process(true)
 
 
 func _on_visibility_enter_screen():
 	set_process(true)
-	pass # replace with function body
 
 
 func _on_visibility_exit_screen():
 	queue_free()
-	pass # replace with function body

+ 9 - 9
2d/space_shooter/enemy_shot.gd

@@ -1,32 +1,32 @@
 
 extends Area2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
 const SPEED = -800
 
+var hit = false
+
+
 func _process(delta):
-	translate(Vector2(delta*SPEED,0))
+	translate(Vector2(delta*SPEED, 0))
+
 
 func _ready():
 	# Initialization here
 	set_process(true)
 
 
-var hit=false
-
 func is_enemy():
 	return true
 
+
 func _hit_something():
 	if (hit):
 		return
-	hit=true
+	hit = true
 	set_process(false)
 	get_node("anim").play("splash")
 
+
 func _on_visibility_exit_screen():
 	queue_free()
-	

+ 9 - 11
2d/space_shooter/game_state.gd

@@ -1,24 +1,22 @@
-extends Node
 
+extends Node
 
+# Member variables
 var points = 0
 var max_points = 0
 
 
 func _ready():
 	var f = File.new()
-	#load high score
-	
-	if (f.open("user://highscore",File.READ)==OK):
-		
-		max_points=f.get_var()
+	# Load high score
+	if (f.open("user://highscore", File.READ) == OK):
+		max_points = f.get_var()
 
 
 func game_over():
-	if (points>max_points):
-		max_points=points
-		#save high score
+	if (points > max_points):
+		max_points = points
+		# Save high score
 		var f = File.new()
-		f.open("user://highscore",File.WRITE)
+		f.open("user://highscore", File.WRITE)
 		f.store_var(max_points)
-		

+ 2 - 10
2d/space_shooter/main_menu.gd

@@ -1,20 +1,12 @@
 
 extends Control
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
 
 func _ready():
-
-	get_node("score").set_text( "HIGH SCORE: "+str( get_node("/root/game_state").max_points ) )
 	# Initialization here
-	pass
-
-
+	get_node("score").set_text("HIGH SCORE: " + str(get_node("/root/game_state").max_points))
 
 
 func _on_play_pressed():
-	get_node("/root/game_state").points=0
+	get_node("/root/game_state").points = 0
 	get_tree().change_scene("res://level.scn")
-	pass # replace with function body

+ 7 - 12
2d/space_shooter/rail.gd

@@ -1,25 +1,20 @@
 
 extends Node2D
 
+# Member variables
+const SPEED = 200
+var offset = 0
 
-const SPEED=200
-# member variables here, example:
-# var a=2
-# var b="textvar"
 
 func stop():
 	set_process(false)
 
-var offset=0
-
 
 func _process(delta):
-	offset+=delta*SPEED
-	set_pos(Vector2(offset,0))
+	offset += delta*SPEED
+	set_pos(Vector2(offset, 0))
+
 
 func _ready():
-	set_process(true)
 	# Initialization here
-	
-
-
+	set_process(true)

+ 29 - 35
2d/space_shooter/ship.gd

@@ -1,71 +1,66 @@
 
 extends Area2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
 const SPEED = 200
 
 var screen_size
+var prev_shooting = false
+var killed = false
 
-var prev_shooting=false
 
 func _process(delta):
-
 	var motion = Vector2()
 	if Input.is_action_pressed("move_up"):
-		motion+=Vector2(0,-1)
+		motion += Vector2(0, -1)
 	if Input.is_action_pressed("move_down"):
-		motion+=Vector2(0,1)
+		motion += Vector2(0, 1)
 	if Input.is_action_pressed("move_left"):
-		motion+=Vector2(-1,0)
+		motion += Vector2(-1, 0)
 	if Input.is_action_pressed("move_right"):
-		motion+=Vector2(1,0)
+		motion += Vector2(1, 0)
 	var shooting = Input.is_action_pressed("shoot")
-		
+	
 	var pos = get_pos()
 	
-	pos+=motion*delta*SPEED
-	if (pos.x<0):
-		pos.x=0
-	if (pos.x>screen_size.x):
-		pos.x=screen_size.x
-	if (pos.y<0):
-		pos.y=0
-	if (pos.y>screen_size.y):
-		pos.y=screen_size.y
-
+	pos += motion*delta*SPEED
+	if (pos.x < 0):
+		pos.x = 0
+	if (pos.x > screen_size.x):
+		pos.x = screen_size.x
+	if (pos.y < 0):
+		pos.y = 0
+	if (pos.y > screen_size.y):
+		pos.y = screen_size.y
+	
 	set_pos(pos)
 	
 	if (shooting and not prev_shooting):
-		# just pressed
+		# Just pressed
 		var shot = preload("res://shot.scn").instance()
-		#use the position3d as reference
-		shot.set_pos( get_node("shootfrom").get_global_pos() )
-		#put it two parents above, so it is not moved by us
+		# Use the Position2D as reference
+		shot.set_pos(get_node("shootfrom").get_global_pos())
+		# Put it two parents above, so it is not moved by us
 		get_node("../..").add_child(shot)
-		#play sound
+		# Play sound
 		get_node("sfx").play("shoot")
-		
 	
 	prev_shooting = shooting
+	
+	# Update points counter
+	get_node("../hud/score_points").set_text(str(get_node("/root/game_state").points))
 
-	#update points counter
-	get_node("../hud/score_points").set_text( str(get_node("/root/game_state").points) )
 
 func _ready():
 	# Initialization here
 	screen_size = get_viewport().get_rect().size
 	set_process(true)
-	pass
 
-var killed=false
 
 func _hit_something():
 	if (killed):
 		return
-	killed=true
+	killed = true
 	get_node("anim").play("explode")
 	get_node("sfx").play("sound_explode")
 	get_node("../hud/game_over").show()
@@ -74,15 +69,14 @@ func _hit_something():
 	set_process(false)
 
 
-func _on_ship_body_enter( body ):
+func _on_ship_body_enter(body):
 	_hit_something()
 
 
-func _on_ship_area_enter( area ):
+func _on_ship_area_enter(area):
 	if (area.has_method("is_enemy") and area.is_enemy()):
 		_hit_something()
 
 
 func _on_back_to_menu_pressed():
 	get_tree().change_scene("res://main_menu.scn")
-	pass # replace with function body

+ 13 - 20
2d/space_shooter/shot.gd

@@ -1,48 +1,41 @@
 
 extends Area2D
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-
+# Member variables
 const SPEED = 800
 
+var hit = false
+
+
 func _process(delta):
-	translate(Vector2(delta*SPEED,0))
+	translate(Vector2(delta*SPEED, 0))
+
 
 func _ready():
 	# Initialization here
 	set_process(true)
-	pass
 
-var hit=false
 
 func _hit_something():
 	if (hit):
 		return
-	hit=true
+	hit = true
 	set_process(false)
 	get_node("anim").play("splash")
 
+
 func _on_visibility_exit_screen():
 	queue_free()
-	pass # replace with function body
-
 
 
-func _on_shot_area_enter( area ):
-	#hit an enemy or asteroid
+func _on_shot_area_enter(area):
+	# Hit an enemy or asteroid
 	if (area.has_method("destroy")):
-		#duck typing at it's best
+		# Duck typing at it's best
 		area.destroy()
 		_hit_something()
-	
-	
-	pass 
 
 
-func _on_shot_body_enter( body ):
-	#hit the tilemap
+func _on_shot_body_enter(body):
+	# Hit the tilemap
 	_hit_something()
-	pass # replace with function body
-

+ 98 - 120
2d/tetris/grid.gd

@@ -1,82 +1,76 @@
 
-
 extends Control
 
 # Simple Tetris-like demo, (c) 2012 Juan Linietsky
 # Implemented by using a regular Control and drawing on it during the _draw() callback.
 # The drawing surface is updated only when changes happen (by calling update())
 
-
+# Member variables
 var score = 0
-var score_label=null
+var score_label = null
 
 const MAX_SHAPES = 7
 
 var block = preload("block.png")
 
-var block_colors=[
-	Color(1,0.5,0.5),
-	Color(0.5,1,0.5),
-	Color(0.5,0.5,1),
-	Color(0.8,0.4,0.8),
-	Color(0.8,0.8,0.4),
-	Color(0.4,0.8,0.8),
-	Color(0.7,0.7,0.7)]
-
-var	block_shapes=[
-	[ Vector2(0,-1),Vector2(0,0),Vector2(0,1),Vector2(0,2) ], # I
-	[ Vector2(0,0),Vector2(1,0),Vector2(1,1),Vector2(0,1) ], # O
-	[ Vector2(-1,1),Vector2(0,1),Vector2(0,0),Vector2(1,0) ], # S
-	[ Vector2(1,1),Vector2(0,1),Vector2(0,0),Vector2(-1,0) ], # Z
-	[ Vector2(-1,1),Vector2(-1,0),Vector2(0,0),Vector2(1,0) ], # L
-	[ Vector2(1,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ], # J
-	[ Vector2(0,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ]] # T
-	
+var block_colors = [
+	Color(1, 0.5, 0.5),
+	Color(0.5, 1, 0.5),
+	Color(0.5, 0.5, 1),
+	Color(0.8, 0.4, 0.8),
+	Color(0.8, 0.8, 0.4),
+	Color(0.4, 0.8, 0.8),
+	Color(0.7, 0.7, 0.7)]
 
-var block_rotations=[
-	Matrix32( Vector2(1,0),Vector2(0,1), Vector2() ),
-	Matrix32( Vector2(0,1),Vector2(-1,0), Vector2() ),
-	Matrix32( Vector2(-1,0),Vector2(0,-1), Vector2() ),
-	Matrix32( Vector2(0,-1),Vector2(1,0), Vector2() )
-]
-	
+var block_shapes = [
+	[ Vector2(0, -1), Vector2(0, 0), Vector2(0, 1), Vector2(0, 2) ], # I
+	[ Vector2(0, 0), Vector2(1, 0), Vector2(1, 1), Vector2(0, 1) ], # O
+	[ Vector2(-1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(1, 0) ], # S
+	[ Vector2(1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(-1, 0) ], # Z
+	[ Vector2(-1, 1), Vector2(-1, 0), Vector2(0, 0), Vector2(1, 0) ], # L
+	[ Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ], # J
+	[ Vector2(0, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ]] # T
 
-var width=0
-var height=0
+var block_rotations = [
+	Matrix32(Vector2(1, 0), Vector2(0, 1), Vector2()),
+	Matrix32(Vector2(0, 1), Vector2(-1, 0), Vector2()),
+	Matrix32(Vector2(-1, 0), Vector2(0, -1), Vector2()),
+	Matrix32(Vector2(0, -1), Vector2(1, 0), Vector2())]
 
-var cells={}
+var width = 0
+var height = 0
 
-var piece_active=false
-var piece_shape=0
-var piece_pos=Vector2()
-var piece_rot=0
+var cells = {}
 
+var piece_active = false
+var piece_shape = 0
+var piece_pos = Vector2()
+var piece_rot = 0
 
-func piece_cell_xform(p,er=0):
-	var r = (4+er+piece_rot)%4
-	return piece_pos+block_rotations[r].xform(p)
 
-func _draw():
+func piece_cell_xform(p, er = 0):
+	var r = (4 + er + piece_rot) % 4
+	return piece_pos + block_rotations[r].xform(p)
+
 
-	var sb = get_stylebox("bg","Tree") # use line edit bg
-	draw_style_box(sb,Rect2(Vector2(),get_size()).grow(3))
+func _draw():
+	var sb = get_stylebox("bg", "Tree") # Use line edit bg
+	draw_style_box(sb, Rect2(Vector2(), get_size()).grow(3))
 	
 	var bs = block.get_size()
 	for y in range(height):
 		for x in range(width):
-			if (Vector2(x,y) in cells):
-				draw_texture_rect(block,Rect2(Vector2(x,y)*bs,bs),false,block_colors[cells[Vector2(x,y)]])
-				
+			if (Vector2(x, y) in cells):
+				draw_texture_rect(block, Rect2(Vector2(x, y)*bs, bs), false, block_colors[cells[Vector2(x, y)]])
+	
 	if (piece_active):
-		
 		for c in block_shapes[piece_shape]:
-			draw_texture_rect(block,Rect2(piece_cell_xform(c)*bs,bs),false,block_colors[piece_shape])
-			
+			draw_texture_rect(block, Rect2(piece_cell_xform(c)*bs, bs), false, block_colors[piece_shape])
 
-func piece_check_fit(ofs,er=0):
 
+func piece_check_fit(ofs, er = 0):
 	for c in block_shapes[piece_shape]:
-		var pos = piece_cell_xform(c,er)+ofs
+		var pos = piece_cell_xform(c, er) + ofs
 		if (pos.x < 0):
 			return false
 		if (pos.y < 0):
@@ -88,130 +82,114 @@ func piece_check_fit(ofs,er=0):
 		if (pos in cells):
 			return false
 	
-	return true	
+	return true
 
-func new_piece():
 
-	piece_shape = randi() % MAX_SHAPES	
-	piece_pos = Vector2(width/2,0)
-	piece_active=true
-	piece_rot=0
-	if (piece_shape==0):
-		piece_pos.y+=1
-		
+func new_piece():
+	piece_shape = randi() % MAX_SHAPES
+	piece_pos = Vector2(width/2, 0)
+	piece_active = true
+	piece_rot = 0
+	if (piece_shape == 0):
+		piece_pos.y += 1
+	
 	if (not piece_check_fit(Vector2())):
-		#game over
-		#print("GAME OVER!")
+		# Game over
 		game_over()
-		
-	update()
-		
 	
+	update()
+
+
 func test_collapse_rows():
-	var accum_down=0
+	var accum_down = 0
 	for i in range(height):
 		var y = height - i - 1
 		var collapse = true
 		for x in range(width):
-			if (Vector2(x,y) in cells):
+			if (Vector2(x, y) in cells):
 				if (accum_down):
-					cells[ Vector2(x,y+accum_down) ] = cells[Vector2(x,y)]
+					cells[Vector2(x, y + accum_down)] = cells[Vector2(x, y)]
 			else:
-				collapse=false
+				collapse = false
 				if (accum_down):
-					cells.erase( Vector2(x,y+accum_down) )
-						
-		if (collapse):
-			accum_down+=1
+					cells.erase(Vector2(x, y + accum_down))
 		
-			
-	score+=accum_down*100
+		if (collapse):
+			accum_down += 1
+	
+	score += accum_down*100
 	score_label.set_text(str(score))
-			
-		
+
+
 func game_over():
+	piece_active = false
+	get_node("gameover").set_text("Game over!")
+	update()
+
 
-		piece_active=false
-		get_node("gameover").set_text("Game Over")		
-		update()
-				
-		
 func restart_pressed():
+	score = 0
+	score_label.set_text("0")
+	cells.clear()
+	get_node("gameover").set_text("")
+	piece_active = true
+	get_node("../restart").release_focus()
+	update()
 
-		score=0
-		score_label.set_text("0")
-		cells.clear()
-		get_node("gameover").set_text("")		
-		piece_active=true
-		get_node("../restart").release_focus()
-		update()
-		
-		
 
 func piece_move_down():
-
 	if (!piece_active):
 		return
-	if (piece_check_fit(Vector2(0,1))):
-		piece_pos.y+=1
-		update()		
+	if (piece_check_fit(Vector2(0, 1))):
+		piece_pos.y += 1
+		update()
 	else:
-
 		for c in block_shapes[piece_shape]:
 			var pos = piece_cell_xform(c)
-			cells[pos]=piece_shape
+			cells[pos] = piece_shape
 		test_collapse_rows()
 		new_piece()
-		
 
-func piece_rotate():
 
+func piece_rotate():
 	var adv = 1
-	if (not piece_check_fit(Vector2(),1)):
+	if (not piece_check_fit(Vector2(), 1)):
 		return
 	piece_rot = (piece_rot + adv) % 4
 	update()
-	
-	
-
-func _input(ie):
 
 
+func _input(ie):
 	if (not piece_active):
 		return
 	if (!ie.is_pressed()):
 		return
 
 	if (ie.is_action("move_left")):
-		if (piece_check_fit(Vector2(-1,0))):
-			piece_pos.x-=1
+		if (piece_check_fit(Vector2(-1, 0))):
+			piece_pos.x -= 1
 			update()
 	elif (ie.is_action("move_right")):
-		if (piece_check_fit(Vector2(1,0))):
-			piece_pos.x+=1
+		if (piece_check_fit(Vector2(1, 0))):
+			piece_pos.x += 1
 			update()
 	elif (ie.is_action("move_down")):
 		piece_move_down()
 	elif (ie.is_action("rotate")):
 		piece_rotate()
-		
-		
-func setup(w,h):
-	width=w
-	height=h
-	set_size( Vector2(w,h)*block.get_size() )
+
+
+func setup(w, h):
+	width = w
+	height = h
+	set_size(Vector2(w, h)*block.get_size())
 	new_piece()
 	get_node("timer").start()
-	
+
 
 func _ready():
 	# Initalization here
-
-	setup(10,20)
+	setup(10, 20)
 	score_label = get_node("../score")
-
+	
 	set_process_input(true)
-
-
-
-

+ 2 - 7
2d/texscreen/bubbles.gd

@@ -1,17 +1,12 @@
 
 extends Control
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
+# Member variables
+const MAX_BUBBLES = 10
 
-const MAX_BUBBLES=10
 
 func _ready():
 	# Initialization here
 	for i in range(MAX_BUBBLES):
 		var bubble = preload("res://lens.scn").instance()
 		add_child(bubble)
-	pass
-
-

+ 20 - 25
2d/texscreen/lens.gd

@@ -1,37 +1,32 @@
 
 extends BackBufferCopy
 
-# member variables here, example:
-# var a=2
-# var b="textvar"
-const MOTION_SPEED=150
+# Member variables
+const MOTION_SPEED = 150
+
+var vsize
+var dir
 
-var vsize;
-var dir;
 
 func _process(delta):
-	var pos = get_pos() + dir * delta * MOTION_SPEED
+	var pos = get_pos() + dir*delta*MOTION_SPEED
+	
+	if (pos.x < 0):
+		dir.x = abs(dir.x)
+	elif (pos.x > vsize.x):
+		dir.x = -abs(dir.x)
+	
+	if (pos.y < 0):
+		dir.y = abs(dir.y)
+	elif (pos.y > vsize.y):
+		dir.y = -abs(dir.y)
 	
-	if (pos.x<0):
-		dir.x=abs(dir.x)
-	elif (pos.x>vsize.x):
-		dir.x=-abs(dir.x)
-
-	if (pos.y<0):
-		dir.y=abs(dir.y)
-	elif (pos.y>vsize.y):
-		dir.y=-abs(dir.y)
-		
 	set_pos(pos)
 
+
 func _ready():
 	vsize = get_viewport_rect().size
-	var pos = vsize * Vector2(randf(),randf());
-	set_pos(pos);
-	dir = Vector2(randf()*2.0-1,randf()*2.0-1).normalized()
+	var pos = vsize*Vector2(randf(), randf())
+	set_pos(pos)
+	dir = Vector2(randf()*2.0 - 1, randf()*2.0 - 1).normalized()
 	set_process(true)
-	
-	# Initialization here
-	pass
-
-