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Use fewer ternary operators and decrease volume of Platformer 2D

Aaron Franke 4 years ago
parent
commit
d989bf6209

+ 8 - 2
2d/finite_state_machine/player/states/motion/in_air/jump.gd

@@ -19,7 +19,10 @@ var height = 0.0
 
 func initialize(speed, velocity):
 	horizontal_speed = speed
-	max_horizontal_speed = speed if speed > 0.0 else base_max_horizontal_speed
+	if speed > 0.0:
+		max_horizontal_speed = speed
+	else:
+		max_horizontal_speed = base_max_horizontal_speed
 	enter_velocity = velocity
 
 
@@ -27,7 +30,10 @@ func enter():
 	var input_direction = get_input_direction()
 	update_look_direction(input_direction)
 
-	horizontal_velocity = enter_velocity if input_direction else Vector2()
+	if input_direction:
+		horizontal_velocity = enter_velocity
+	else:
+		horizontal_velocity = Vector2()
 	vertical_speed = 600.0
 
 	owner.get_node("AnimationPlayer").play("idle")

+ 5 - 1
2d/finite_state_machine/player/states/motion/on_ground/move.gd

@@ -22,7 +22,11 @@ func update(_delta):
 		emit_signal("finished", "idle")
 	update_look_direction(input_direction)
 
-	speed = max_run_speed if Input.is_action_pressed("run") else max_walk_speed
+	if Input.is_action_pressed("run"):
+		speed = max_run_speed
+	else:
+		speed = max_walk_speed
+
 	var collision_info = move(speed, input_direction)
 	if not collision_info:
 		return

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

@@ -49,7 +49,10 @@ func _physics_process(_delta):
 	_velocity.y = move_and_slide(_velocity, FLOOR_NORMAL).y
 
 	# We flip the Sprite depending on which way the enemy is moving.
-	sprite.scale.x = 1 if _velocity.x > 0 else -1
+	if _velocity.x > 0:
+		sprite.scale.x = 1
+	else:
+		sprite.scale.x = -1
 
 	var animation = get_new_animation()
 	if animation != animation_player.current_animation:
@@ -64,7 +67,10 @@ func destroy():
 func get_new_animation():
 	var animation_new = ""
 	if _state == State.WALKING:
-		animation_new = "walk" if abs(_velocity.x) > 0 else "idle"
+		if _velocity.x == 0:
+			animation_new = "idle"
+		else:
+			animation_new = "walk"
 	else:
 		animation_new = "destroy"
 	return animation_new

+ 15 - 4
2d/platformer/src/Actors/Player.gd

@@ -51,7 +51,9 @@ func _physics_process(_delta):
 	var is_jump_interrupted = Input.is_action_just_released("jump" + action_suffix) and _velocity.y < 0.0
 	_velocity = calculate_move_velocity(_velocity, direction, speed, is_jump_interrupted)
 
-	var snap_vector = Vector2.DOWN * FLOOR_DETECT_DISTANCE if direction.y == 0.0 else Vector2.ZERO
+	var snap_vector = Vector2.ZERO
+	if direction.y == 0.0:
+		snap_vector = Vector2.DOWN * FLOOR_DETECT_DISTANCE
 	var is_on_platform = platform_detector.is_colliding()
 	_velocity = move_and_slide_with_snap(
 		_velocity, snap_vector, FLOOR_NORMAL, not is_on_platform, 4, 0.9, false
@@ -60,7 +62,10 @@ func _physics_process(_delta):
 	# When the character’s direction changes, we want to to scale the Sprite accordingly to flip it.
 	# This will make Robi face left or right depending on the direction you move.
 	if direction.x != 0:
-		sprite.scale.x = 1 if direction.x > 0 else -1
+		if direction.x > 0:
+			sprite.scale.x = 1
+		else:
+			sprite.scale.x = -1
 
 	# We use the sprite's scale to store Robi’s look direction which allows us to shoot
 	# bullets forward.
@@ -106,9 +111,15 @@ func calculate_move_velocity(
 func get_new_animation(is_shooting = false):
 	var animation_new = ""
 	if is_on_floor():
-		animation_new = "run" if abs(_velocity.x) > 0.1 else "idle"
+		if abs(_velocity.x) > 0.1:
+			animation_new = "run"
+		else:
+			animation_new = "idle"
 	else:
-		animation_new = "falling" if _velocity.y > 0 else "jumping"
+		if _velocity.y > 0:
+			animation_new = "falling"
+		else:
+			animation_new = "jumping"
 	if is_shooting:
 		animation_new += "_weapon"
 	return animation_new

+ 1 - 1
2d/platformer/src/Level/Music.gd

@@ -2,7 +2,7 @@ extends AudioStreamPlayer
 
 const DOUBLE_VOLUME_DB = 6 # Do not change. Represents doubling of sound pressure.
 
-export(int) var base_volume_db = -4
+export(int) var base_volume_db = -14
 
 func _ready():
 	# To avoid AudioStreamPlayer2D sounds playing on top of each other and

+ 4 - 1
2d/pong/logic/paddle.gd

@@ -12,7 +12,10 @@ func _ready():
 	var n = name.to_lower()
 	_up = n + "_move_up"
 	_down = n + "_move_down"
-	_ball_dir = 1 if n == "left" else -1
+	if n == "left":
+		_ball_dir = 1
+	else:
+		_ball_dir = -1
 
 
 func _process(delta):

+ 4 - 1
3d/voxel/menu/ingame/pause_menu.gd

@@ -13,7 +13,10 @@ func _process(_delta):
 		pause.visible = crosshair.visible
 		crosshair.visible = !crosshair.visible
 		options.visible = false
-		Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED if crosshair.visible else Input.MOUSE_MODE_VISIBLE)
+		if crosshair.visible:
+			Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
+		else:
+			Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
 
 
 func _on_Resume_pressed():

+ 3 - 2
misc/joypads/remap/remap_wizard.gd

@@ -30,9 +30,10 @@ func _input(event):
 			map.inverted = joy_mapping_axis_invert.pressed
 			if joy_mapping_full_axis.pressed:
 				map.axis = JoyMapping.AXIS.FULL
+			elif motion.axis_value > 0:
+				map.axis = JoyMapping.AXIS.HALF_PLUS
 			else:
-				var plus = motion.axis_value > 0
-				map.axis = JoyMapping.AXIS.HALF_PLUS if plus else JoyMapping.AXIS.HALF_MINUS
+				map.axis = JoyMapping.AXIS.HALF_MINUS
 			joy_mapping_text.text = map.to_human_string()
 			cur_mapping[steps[cur_step]] = map
 	elif event is InputEventJoypadButton and event.pressed:

+ 6 - 2
networking/websocket_chat/utils.gd

@@ -1,11 +1,15 @@
 extends Node
 
 func encode_data(data, mode):
-	return data.to_utf8() if mode == WebSocketPeer.WRITE_MODE_TEXT else var2bytes(data)
+	if mode == WebSocketPeer.WRITE_MODE_TEXT:
+		return data.to_utf8()
+	return var2bytes(data)
 
 
 func decode_data(data, is_string):
-	return data.get_string_from_utf8() if is_string else bytes2var(data)
+	if is_string:
+		return data.get_string_from_utf8()
+	return bytes2var(data)
 
 
 func _log(node, msg):