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Merge pull request #92 from cbscribe/kcc_fixes

GDScript style fixes and other minor corrections
Rémi Verschelde 7 ani în urmă
părinte
comite
f2e2d60dba

+ 5 - 5
2d/hdr/beach_cave.gd

@@ -6,12 +6,12 @@ const CAVE_LIMIT = 1000
 
 
 func _input(event):
-	if (event is InputEventMouseMotion and event.button_mask&1):
+	if event is InputEventMouseMotion and event.button_mask&1:
 		var rel_x = event.relative.x
-		var cavepos = get_node("cave").position
+		var cavepos = $cave.position
 		cavepos.x += rel_x
-		if (cavepos.x < -CAVE_LIMIT):
+		if cavepos.x < -CAVE_LIMIT:
 			cavepos.x = -CAVE_LIMIT
-		elif (cavepos.x > 0):
+		elif cavepos.x > 0:
 			cavepos.x = 0
-		get_node("cave").position=cavepos
+		$cave.position = cavepos

+ 7 - 12
2d/hexagonal_map/troll.gd

@@ -1,11 +1,7 @@
-
 extends KinematicBody2D
 
-# 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.
+# This is a demo showing how KinematicBody2D
+# move_and_slide works.
 
 # Member variables
 const MOTION_SPEED = 160 # Pixels/second
@@ -14,16 +10,15 @@ const MOTION_SPEED = 160 # Pixels/second
 func _physics_process(delta):
 	var motion = Vector2()
 	
-	if (Input.is_action_pressed("move_up")):
+	if Input.is_action_pressed("move_up"):
 		motion += Vector2(0, -1)
-	if (Input.is_action_pressed("move_bottom")):
+	if Input.is_action_pressed("move_bottom"):
 		motion += Vector2(0, 1)
-	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)
 	
-	motion = motion.normalized()*MOTION_SPEED
+	motion = motion.normalized() * MOTION_SPEED
 
 	move_and_slide(motion)
-	

+ 9 - 14
2d/isometric/troll.gd

@@ -1,29 +1,24 @@
-
 extends KinematicBody2D
 
-# 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.
+# This is a demo showing how KinematicBody2D
+# move_and_slide works.
 
 # Member variables
-const MOTION_SPEED = 160 # Pixels/seconds
+const MOTION_SPEED = 160 # Pixels/second
 
 
 func _physics_process(delta):
 	var motion = Vector2()
 	
-	if (Input.is_action_pressed("move_up")):
+	if Input.is_action_pressed("move_up"):
 		motion += Vector2(0, -1)
-	if (Input.is_action_pressed("move_bottom")):
+	if Input.is_action_pressed("move_bottom"):
 		motion += Vector2(0, 1)
-	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)
 	
-	motion = motion.normalized()*MOTION_SPEED
-		# Make character slide nicely through the world
-	move_and_slide( motion )
+	motion = motion.normalized() * MOTION_SPEED
 
+	move_and_slide(motion)

+ 2 - 3
2d/kinematic_character/colworld.gd

@@ -1,8 +1,7 @@
-
 extends Node2D
 
 
 func _on_princess_body_enter(body):
 	# The name of this editor-generated callback is unfortunate
-	if (body.get_name() == "player"):
-		get_node("youwin").show()
+	if body.get_name() == "player":
+		$youwin.show()

+ 18 - 23
2d/kinematic_character/player.gd

@@ -1,14 +1,9 @@
-
 extends KinematicBody2D
 
-# 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.
+# This demo shows how to build a kinematic controller.
 
 # Member variables
-const GRAVITY = 500.0 # Pixels/second
+const GRAVITY = 500.0 # pixels/second/second
 
 # Angle in degrees towards either side that the player can consider "floor"
 const FLOOR_ANGLE_TOLERANCE = 40
@@ -19,8 +14,8 @@ const STOP_FORCE = 1300
 const JUMP_SPEED = 200
 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/second
+const SLIDE_STOP_MIN_TRAVEL = 1.0 # one pixel
 
 var velocity = Vector2()
 var on_air_time = 100
@@ -39,38 +34,38 @@ func _physics_process(delta):
 	
 	var stop = true
 	
-	if (walk_left):
-		if (velocity.x <= WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
+	if walk_left:
+		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):
+	elif walk_right:
+		if velocity.x >= -WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED:
 			force.x += WALK_FORCE
 			stop = false
 	
-	if (stop):
+	if stop:
 		var vsign = sign(velocity.x)
 		var vlen = abs(velocity.x)
 		
-		vlen -= STOP_FORCE*delta
-		if (vlen < 0):
+		vlen -= STOP_FORCE * delta
+		if vlen < 0:
 			vlen = 0
 		
-		velocity.x = vlen*vsign
+		velocity.x = vlen * vsign
 	
 	# Integrate forces to velocity
-	velocity += force*delta	
+	velocity += force * delta	
 	# Integrate velocity into motion and move
-	velocity = move_and_slide(velocity,Vector2(0,-1))
+	velocity = move_and_slide(velocity, Vector2(0, -1))
 	
-	if (is_on_floor()):
-		on_air_time=0
+	if is_on_floor():
+		on_air_time = 0
 		
-	if (jumping and velocity.y > 0):
+	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):
+	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

+ 8 - 11
2d/kinematic_collision/player.gd

@@ -1,11 +1,7 @@
-
 extends KinematicBody2D
 
-# 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.
+# This is a demo showing how KinematicBody2D
+# move_and_slide works.
 
 # Member variables
 const MOTION_SPEED = 160 # Pixels/second
@@ -14,14 +10,15 @@ const MOTION_SPEED = 160 # Pixels/second
 func _physics_process(delta):
 	var motion = Vector2()
 	
-	if (Input.is_action_pressed("move_up")):
+	if Input.is_action_pressed("move_up"):
 		motion += Vector2(0, -1)
-	if (Input.is_action_pressed("move_bottom")):
+	if Input.is_action_pressed("move_bottom"):
 		motion += Vector2(0, 1)
-	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)
 	
-	motion = motion.normalized()*MOTION_SPEED
+	motion = motion.normalized() * MOTION_SPEED
+
 	move_and_slide(motion)

+ 9 - 11
2d/navigation/navigation.gd

@@ -1,4 +1,3 @@
-
 extends Navigation2D
 
 # Member variables
@@ -10,13 +9,13 @@ var path = []
 
 
 func _process(delta):
-	if (path.size() > 1):
-		var to_walk = delta*SPEED
-		while(to_walk > 0 and path.size() >= 2):
+	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]
 			var d = pfrom.distance_to(pto)
-			if (d <= to_walk):
+			if d <= to_walk:
 				path.remove(path.size() - 1)
 				to_walk -= d
 			else:
@@ -24,9 +23,9 @@ func _process(delta):
 				to_walk = 0
 		
 		var atpos = path[path.size() - 1]
-		get_node("agent").position=atpos
+		$agent.position = atpos
 		
-		if (path.size() < 2):
+		if path.size() < 2:
 			path = []
 			set_process(false)
 	else:
@@ -35,16 +34,15 @@ func _process(delta):
 
 func _update_path():
 	var p = get_simple_path(begin, end, true)
-	path = Array(p) # Vector2array too complex to use, convert to regular array
+	path = Array(p) # PoolVector2Array too complex to use, convert to regular array
 	path.invert()
 	
 	set_process(true)
 
 
 func _input(event):
-	if (event is InputEventMouseButton and event.pressed and event.button_index == 1):
-		begin = get_node("agent").position
+	if event is InputEventMouseButton and event.pressed and event.button_index == 1:
+		begin = $agent.position
 		# Mouse to local navigation coordinates
 		end = event.position - position
 		_update_path()
-

+ 3 - 4
2d/physics_platformer/bullet.gd

@@ -1,4 +1,3 @@
-
 extends RigidBody2D
 
 # Member variables
@@ -6,11 +5,11 @@ var disabled = false
 
 
 func disable():
-	if (disabled):
+	if disabled:
 		return
-	get_node("anim").play("shutdown")
+	$anim.play("shutdown")
 	disabled = true
 
 
 func _ready():
-	get_node("Timer").start()
+	$Timer.start()

+ 2 - 3
2d/physics_platformer/coin.gd

@@ -1,4 +1,3 @@
-
 extends Area2D
 
 # Member variables
@@ -6,8 +5,8 @@ var taken = false
 
 
 func _on_body_enter( body ):
-	if (not taken and body is preload("res://player.gd")):
-		get_node("anim").play("taken")
+	if not taken and body is preload("res://player.gd"):
+		$anim.play("taken")
 		taken = true
 
 

+ 26 - 29
2d/physics_platformer/enemy.gd

@@ -1,4 +1,3 @@
-
 extends RigidBody2D
 
 # Member variables
@@ -10,8 +9,8 @@ var state = STATE_WALKING
 var direction = -1
 var anim = ""
 
-onready var rc_left = get_node("raycast_left")
-onready var rc_right = get_node("raycast_right")
+onready var rc_left = $raycast_left
+onready var rc_right = $raycast_right
 
 var WALK_SPEED = 50
 
@@ -24,22 +23,22 @@ func _die():
 
 func _pre_explode():
 	#make sure nothing collides against this
-	get_node("shape1").queue_free()
-	get_node("shape2").queue_free()
-	get_node("shape3").queue_free()
+	$shape1.queue_free()
+	$shape2.queue_free()
+	$shape3.queue_free()
 	
 	# Stay there
-	set_mode(MODE_STATIC)
-	get_node("sound_explode").play()
+	mode = MODE_STATIC
+	$sound_explode.play()
 
 
 func _integrate_forces(s):
 	var lv = s.get_linear_velocity()
 	var new_anim = anim
 
-	if (state == STATE_DYING):
+	if state == STATE_DYING:
 		new_anim = "explode"
-	elif (state == STATE_WALKING):
+	elif state == STATE_WALKING:
 		new_anim = "walk"
 		
 		var wall_side = 0.0
@@ -48,38 +47,36 @@ func _integrate_forces(s):
 			var cc = s.get_contact_collider_object(i)
 			var dp = s.get_contact_local_normal(i)
 			
-			if (cc):
-				if (cc is bullet_class and not cc.disabled):
-					set_mode(MODE_RIGID)
+			if cc:
+				if cc is bullet_class and not cc.disabled:
+					mode = MODE_RIGID
 					state = STATE_DYING
-					#lv = s.get_contact_local_normal(i)*400
-					s.set_angular_velocity(sign(dp.x)*33.0)
+					#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_hit").play()
+					$sound_hit.play()
 					break
 			
-			if (dp.x > 0.9):
+			if dp.x > 0.9:
 				wall_side = 1.0
-			elif (dp.x < -0.9):
+			elif dp.x < -0.9:
 				wall_side = -1.0
 		
-		if (wall_side != 0 and wall_side != direction):
+		if wall_side != 0 and wall_side != direction:
 			direction = -direction
-			get_node("sprite").scale.x=-direction
-		if (direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding()):
+			$sprite.scale.x = -direction
+		if direction < 0 and not rc_left.is_colliding() and rc_right.is_colliding():
 			direction = -direction
-			get_node("sprite").scale.x=-direction
-		elif (direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding()):
+			$sprite.scale.x = -direction
+		elif direction > 0 and not rc_right.is_colliding() and rc_left.is_colliding():
 			direction = -direction
-			get_node("sprite").scale.x=-direction
+			$sprite.scale.x = -direction
 		
-		lv.x = direction*WALK_SPEED
+		lv.x = direction * WALK_SPEED
 	
-	if(anim != new_anim):
+	if anim != new_anim:
 		anim = new_anim
-		get_node("anim").play(anim)
+		$anim.play(anim)
 	
 	s.set_linear_velocity(lv)
-
-

+ 4 - 9
2d/physics_platformer/moving_platform.gd

@@ -1,4 +1,3 @@
-
 extends Node2D
 
 # Member variables
@@ -8,13 +7,9 @@ var accum = 0.0
 
 
 func _physics_process(delta):
-	accum += delta*(1.0/cycle)*PI*2.0
-	accum = fmod(accum, PI*2.0)
+	accum += delta * (1.0 / cycle) * PI * 2.0
+	accum = fmod(accum, PI * 2.0)
 	var d = sin(accum)
 	var xf = Transform2D()
-	xf[2]= motion*d 
-	get_node("platform").transform=xf
-
-
-func _ready():
-	set_physics_process(true)
+	xf[2]= motion * d 
+	$platform.transform = xf

+ 55 - 58
2d/physics_platformer/player.gd

@@ -1,4 +1,3 @@
-
 extends RigidBody2D
 
 # Character Demo, written by Juan Linietsky.
@@ -71,7 +70,7 @@ func _integrate_forces(s):
 		var e = enemy.instance()
 		var p = position
 		p.y = p.y - 100
-		e.position=p
+		e.position = p
 		get_parent().add_child(e)
 	
 	# Deapply prev floor velocity
@@ -84,35 +83,35 @@ func _integrate_forces(s):
 	
 	for x in range(s.get_contact_count()):
 		var ci = s.get_contact_local_normal(x)
-		if (ci.dot(Vector2(0, -1)) > 0.6):
+		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.
-	if (shoot and not shooting):
+	# A good idea when implementing characters of all kinds,
+	# compensates for physics imprecision, as well as human reaction delay.
+	if shoot and not shooting:
 		shoot_time = 0
 		var bi = bullet.instance()
 		var ss
-		if (siding_left):
+		if siding_left:
 			ss = -1.0
 		else:
 			ss = 1.0
-		var pos = position + get_node("bullet_shoot").position*Vector2(ss, 1.0)
+		var pos = position + $bullet_shoot.position * Vector2(ss, 1.0)
 		
-		bi.position=pos
+		bi.position = pos
 		get_parent().add_child(bi)
 		
-		bi.linear_velocity=Vector2(800.0*ss, -80)
+		bi.linear_velocity = Vector2(800.0 * ss, -80)
 		
-		get_node("sprite/smoke").restart()
-		get_node("sound_shoot").play()
+		$sprite/smoke.restart()
+		$sound_shoot.play()
 		
 		add_collision_exception_with(bi) # Make bullet and this not collide
 	else:
 		shoot_time += step
 	
-	if (found_floor):
+	if found_floor:
 		airborne_time = 0.0
 	else:
 		airborne_time += step # Time it spent in the air
@@ -120,104 +119,102 @@ func _integrate_forces(s):
 	var on_floor = airborne_time < MAX_FLOOR_AIRBORNE_TIME
 
 	# Process jump
-	if (jumping):
-		if (lv.y > 0):
+	if jumping:
+		if lv.y > 0:
 			# Set off the jumping flag if going down
 			jumping = false
-		elif (not jump):
+		elif not jump:
 			stopping_jump = true
 		
-		if (stopping_jump):
-			lv.y += STOP_JUMP_FORCE*step
+		if stopping_jump:
+			lv.y += STOP_JUMP_FORCE * step
 	
-	if (on_floor):
+	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
-		elif (move_right and not move_left):
-			if (lv.x < WALK_MAX_VELOCITY):
-				lv.x += WALK_ACCEL*step
+		if move_left and not move_right:
+			if lv.x > -WALK_MAX_VELOCITY:
+				lv.x -= WALK_ACCEL * step
+		elif move_right and not move_left:
+			if lv.x < WALK_MAX_VELOCITY:
+				lv.x += WALK_ACCEL * step
 		else:
 			var xv = abs(lv.x)
-			xv -= WALK_DEACCEL*step
-			if (xv < 0):
+			xv -= WALK_DEACCEL * step
+			if xv < 0:
 				xv = 0
-			lv.x = sign(lv.x)*xv
+			lv.x = sign(lv.x) * xv
 		
 		# Check jump
-		if (not jumping and jump):
+		if not jumping and jump:
 			lv.y = -JUMP_VELOCITY
 			jumping = true
 			stopping_jump = false
-			get_node("sound_jump").play()
+			$sound_jump.play()
 		
 		# Check siding
-		if (lv.x < 0 and move_left):
+		if lv.x < 0 and move_left:
 			new_siding_left = true
-		elif (lv.x > 0 and move_right):
+		elif lv.x > 0 and move_right:
 			new_siding_left = false
-		if (jumping):
+		if jumping:
 			new_anim = "jumping"
-		elif (abs(lv.x) < 0.1):
-			if (shoot_time < MAX_SHOOT_POSE_TIME):
+		elif abs(lv.x) < 0.1:
+			if shoot_time < MAX_SHOOT_POSE_TIME:
 				new_anim = "idle_weapon"
 			else:
 				new_anim = "idle"
 		else:
-			if (shoot_time < MAX_SHOOT_POSE_TIME):
+			if shoot_time < MAX_SHOOT_POSE_TIME:
 				new_anim = "run_weapon"
 			else:
 				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
-		elif (move_right and not move_left):
-			if (lv.x < WALK_MAX_VELOCITY):
-				lv.x += AIR_ACCEL*step
+		if move_left and not move_right:
+			if lv.x > -WALK_MAX_VELOCITY:
+				lv.x -= AIR_ACCEL * step
+		elif move_right and not move_left:
+			if lv.x < WALK_MAX_VELOCITY:
+				lv.x += AIR_ACCEL * step
 		else:
 			var xv = abs(lv.x)
-			xv -= AIR_DEACCEL*step
-			if (xv < 0):
+			xv -= AIR_DEACCEL * step
+			if xv < 0:
 				xv = 0
-			lv.x = sign(lv.x)*xv
+			lv.x = sign(lv.x) * xv
 		
-		if (lv.y < 0):
-			if (shoot_time < MAX_SHOOT_POSE_TIME):
+		if lv.y < 0:
+			if shoot_time < MAX_SHOOT_POSE_TIME:
 				new_anim = "jumping_weapon"
 			else:
 				new_anim = "jumping"
 		else:
-			if (shoot_time < MAX_SHOOT_POSE_TIME):
+			if shoot_time < MAX_SHOOT_POSE_TIME:
 				new_anim = "falling_weapon"
 			else:
 				new_anim = "falling"
 	
 	# Update siding
-	if (new_siding_left != siding_left):
-		if (new_siding_left):
-			get_node("sprite").scale.x=-1
+	if new_siding_left != siding_left:
+		if new_siding_left:
+			$sprite.scale.x = -1
 		else:
-			get_node("sprite").scale.x=1
+			$sprite.scale.x = 1
 		
 		siding_left = new_siding_left
 	
 	# Change animation
-	if (new_anim != anim):
+	if new_anim != anim:
 		anim = new_anim
-		get_node("anim").play(anim)
+		$anim.play(anim)
 	
 	shooting = shoot
 	
 	# Apply floor velocity
-	if (found_floor):
+	if found_floor:
 		floor_h_velocity = s.get_contact_collider_velocity_at_position(floor_index).x
 		lv.x += floor_h_velocity
 	
 	# Finally, apply gravity and set back the linear velocity
-	lv += s.get_total_gravity()*step
+	lv += s.get_total_gravity() * step
 	s.set_linear_velocity(lv)
-
-

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

@@ -1,9 +1,8 @@
-
 extends RigidBody2D
 
 func _on_bullet_body_enter( body ):
-	if (body.has_method("hit_by_bullet")):
+	if body.has_method("hit_by_bullet"):
 		body.call("hit_by_bullet")
 
 func _on_Timer_timeout():
-	get_node("anim").play("shutdown")
+	$anim.play("shutdown")

+ 3 - 6
2d/platformer/coin.gd

@@ -1,11 +1,8 @@
-
 extends Area2D
 
 var taken=false
 
 func _on_coin_body_enter( body ):
-
-	if (not taken and body is preload("res://player.gd")):
-		get_node("anim").play("taken")
-		taken=true
-
+	if not taken and body is preload("res://player.gd"):
+		$anim.play("taken")
+		taken = true

+ 22 - 32
2d/platformer/enemy.gd

@@ -1,9 +1,8 @@
-
 extends KinematicBody2D
 
 
-const GRAVITY_VEC = Vector2(0,900)
-const FLOOR_NORMAL = Vector2(0,-1)
+const GRAVITY_VEC = Vector2(0, 900)
+const FLOOR_NORMAL = Vector2(0, -1)
 
 const WALK_SPEED = 70
 const STATE_WALKING = 0
@@ -15,45 +14,36 @@ var anim=""
 
 var state = STATE_WALKING
 
-onready var detect_floor_left = get_node("detect_floor_left")
-onready var detect_wall_left = get_node("detect_wall_left")
-onready var detect_floor_right = get_node("detect_floor_right")
-onready var detect_wall_right = get_node("detect_wall_right")
-onready var sprite = get_node("sprite")
+onready var detect_floor_left = $detect_floor_left
+onready var detect_wall_left = $detect_wall_left
+onready var detect_floor_right = $detect_floor_right
+onready var detect_wall_right = $detect_wall_right
+onready var sprite = $sprite
 
 func _physics_process(delta):
+	var new_anim = "idle"
 
-	var new_anim="idle"
-
-	if (state==STATE_WALKING):
-
-		linear_velocity+= GRAVITY_VEC*delta
+	if state==STATE_WALKING:
+		linear_velocity += GRAVITY_VEC * delta
 		linear_velocity.x = direction * WALK_SPEED
-		linear_velocity = move_and_slide( linear_velocity, FLOOR_NORMAL )
-
-		if (not detect_floor_left.is_colliding() or detect_wall_left.is_colliding()):
-			direction=1.0
+		linear_velocity = move_and_slide(linear_velocity, FLOOR_NORMAL)
 
-		if (not detect_floor_right.is_colliding() or detect_wall_right.is_colliding()):
-			direction=-1.0
+		if not detect_floor_left.is_colliding() or detect_wall_left.is_colliding():
+			direction = 1.0
 
-		sprite.set_scale( Vector2(direction,1.0) )
+		if not detect_floor_right.is_colliding() or detect_wall_right.is_colliding():
+			direction = -1.0
 
-		new_anim="walk"
+		sprite.scale = Vector2(direction, 1.0)
+		new_anim = "walk"
 	else:
-		new_anim="explode"
+		new_anim = "explode"
 
 
-	if (anim!=new_anim):
-		anim=new_anim
-		get_node("anim").play(anim)
-
+	if anim != new_anim:
+		anim = new_anim
+		$anim.play(anim)
 
 
 func hit_by_bullet():
-	state=STATE_KILLED
-
-func _ready():
-	set_physics_process(true)
-
-
+	state = STATE_KILLED

+ 4 - 9
2d/platformer/moving_platform.gd

@@ -1,4 +1,3 @@
-
 extends Node2D
 
 # Member variables
@@ -8,13 +7,9 @@ var accum = 0.0
 
 
 func _physics_process(delta):
-	accum += delta*(1.0/cycle)*PI*2.0
-	accum = fmod(accum, PI*2.0)
+	accum += delta * (1.0 / cycle) * PI * 2.0
+	accum = fmod(accum, PI * 2.0)
 	var d = sin(accum)
 	var xf = Transform2D()
-	xf[2]= motion*d
-	get_node("platform").transform=xf
-
-
-func _ready():
-	set_physics_process(true)
+	xf[2]= motion * d
+	$platform.transform = xf

+ 36 - 48
2d/platformer/player.gd

@@ -1,8 +1,7 @@
-
 extends KinematicBody2D
 
-const GRAVITY_VEC = Vector2(0,900)
-const FLOOR_NORMAL = Vector2(0,-1)
+const GRAVITY_VEC = Vector2(0, 900)
+const FLOOR_NORMAL = Vector2(0, -1)
 const SLOPE_SLIDE_STOP = 25.0
 const MIN_ONAIR_TIME = 0.1
 const WALK_SPEED = 250 # pixels/sec
@@ -19,25 +18,23 @@ var shoot_time=99999 #time since last shot
 var anim=""
 
 #cache the sprite here for fast access (we will set scale to flip it often)
-onready var sprite = get_node("sprite")
+onready var sprite = $sprite
 
 func _physics_process(delta):
-
 	#increment counters
 
-	onair_time+=delta
-	shoot_time+=delta
-
+	onair_time += delta
+	shoot_time += delta
 
 	### MOVEMENT ###
 
 	# Apply Gravity
 	linear_vel += delta * GRAVITY_VEC
 	# Move and Slide
-	linear_vel = move_and_slide( linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP )
+	linear_vel = move_and_slide(linear_vel, FLOOR_NORMAL, SLOPE_SLIDE_STOP)
 	# Detect Floor
-	if (is_on_floor()):
-		onair_time=0
+	if is_on_floor():
+		onair_time = 0
 
 	on_floor = onair_time < MIN_ONAIR_TIME
 
@@ -45,67 +42,58 @@ func _physics_process(delta):
 
 	# Horizontal Movement
 	var target_speed = 0
-	if (Input.is_action_pressed("move_left")):
+	if Input.is_action_pressed("move_left"):
 		target_speed += -1
-	if (Input.is_action_pressed("move_right")):
+	if Input.is_action_pressed("move_right"):
 		target_speed +=  1
 
 	target_speed *= WALK_SPEED
-	linear_vel.x = lerp( linear_vel.x, target_speed, 0.1 )
+	linear_vel.x = lerp(linear_vel.x, target_speed, 0.1)
 
 	# Jumping
-	if (on_floor and Input.is_action_just_pressed("jump")):
-		linear_vel.y=-JUMP_SPEED
-		get_node("sound_jump").play()
+	if on_floor and Input.is_action_just_pressed("jump"):
+		linear_vel.y = -JUMP_SPEED
+		$sound_jump.play()
 
 	# Shooting
-
-	if (Input.is_action_just_pressed("shoot")):
-
+	if Input.is_action_just_pressed("shoot"):
 		var bullet = preload("res://bullet.tscn").instance()
-		bullet.position = get_node("sprite/bullet_shoot").global_position #use node for shoot position
-		bullet.linear_velocity = Vector2( sprite.scale.x * BULLET_VELOCITY,0 )
+		bullet.position = $sprite/bullet_shoot.global_position #use node for shoot position
+		bullet.linear_velocity = Vector2(sprite.scale.x * BULLET_VELOCITY, 0)
 		bullet.add_collision_exception_with(self) # don't want player to collide with bullet
-		get_parent().add_child( bullet ) #don't want bullet to move with me, so add it as child of parent
-		get_node("sound_shoot").play()
-		shoot_time=0
-
+		get_parent().add_child(bullet) #don't want bullet to move with me, so add it as child of parent
+		$sound_shoot.play()
+		shoot_time = 0
 
 	### ANIMATION ###
 
-	var new_anim="idle"
+	var new_anim = "idle"
 
-	if (on_floor):
-		if (linear_vel.x < -SIDING_CHANGE_SPEED):
+	if on_floor:
+		if linear_vel.x < -SIDING_CHANGE_SPEED:
 			sprite.scale.x = -1
-			new_anim="run"
+			new_anim = "run"
 
-		if (linear_vel.x > SIDING_CHANGE_SPEED):
+		if linear_vel.x > SIDING_CHANGE_SPEED:
 			sprite.scale.x = 1
-			new_anim="run"
-
+			new_anim = "run"
 	else:
 		# We want the character to immediately change facing side when the player
 		# tries to change direction, during air control.
 		# This allows for example the player to shoot quickly left then right.
-		if (Input.is_action_pressed("move_left") and not Input.is_action_pressed("move_right")):
+		if Input.is_action_pressed("move_left") and not Input.is_action_pressed("move_right"):
 			sprite.scale.x = -1
-		if (Input.is_action_pressed("move_right") and not Input.is_action_pressed("move_left")):
+		if Input.is_action_pressed("move_right") and not Input.is_action_pressed("move_left"):
 			sprite.scale.x = 1
 
-		if (linear_vel.y < 0 ):
-			new_anim="jumping"
+		if linear_vel.y < 0:
+			new_anim = "jumping"
 		else:
-			new_anim="falling"
-
-	if (shoot_time < SHOOT_TIME_SHOW_WEAPON):
-		new_anim+="_weapon"
-
-	if (new_anim!=anim):
-		anim=new_anim
-		get_node("anim").play(anim)
-
+			new_anim = "falling"
 
-func _ready():
-	set_physics_process(true)
+	if shoot_time < SHOOT_TIME_SHOW_WEAPON:
+		new_anim += "_weapon"
 
+	if new_anim != anim:
+		anim = new_anim
+		$anim.play(anim)

+ 4 - 4
2d/pong/ball.gd

@@ -1,16 +1,16 @@
 extends Area2D
 
 const BALL_SPEED = 100
-var direction = Vector2(-1,0)
+var direction = Vector2(-1, 0)
 var speed = BALL_SPEED
 
-onready var initial_pos = get_position()
+onready var initial_pos = self.position
 
 func reset():
 	position = initial_pos
 	speed = BALL_SPEED
-	direction = Vector2(-1,0)
+	direction = Vector2(-1, 0)
 
 func _process(delta):
 	position += direction * speed * delta
-	
+	

+ 1 - 1
2d/pong/ceiling_floor.gd

@@ -3,5 +3,5 @@ extends Area2D
 export var y_direction = 1
 
 func _on_area_entered( area ):
-	if (area.get_name()=="ball"):
+	if area.get_name() == "ball":
 		area.direction.y = y_direction

+ 5 - 6
2d/pong/paddle.gd

@@ -1,20 +1,19 @@
 extends Area2D
-export var ball_dir=1
+export var ball_dir = 1
 
-const MOVE_SPEED=100
+const MOVE_SPEED = 100
 
 func _process(delta):
-
 	var which = get_name()
 	
 	# move up and down based on input
-	if (Input.is_action_pressed(which+"_move_up") and position.y > 0):
+	if Input.is_action_pressed(which+"_move_up") and position.y > 0:
 		position.y -= MOVE_SPEED * delta
-	if (Input.is_action_pressed(which+"_move_down") and position.y < get_viewport_rect().size.y):
+	if Input.is_action_pressed(which+"_move_down") and position.y < get_viewport_rect().size.y:
 		position.y += MOVE_SPEED * delta
 		
 
 func _on_area_entered( area ):
 	if area.get_name() == "ball":
 		# assign new direction
-		area.direction = Vector2(ball_dir,randf() * 2 - 1).normalized()
+		area.direction = Vector2(ball_dir, randf() * 2 - 1).normalized()

+ 1 - 2
2d/pong/wall.gd

@@ -1,8 +1,7 @@
 extends Area2D
 
 
-
 func _on_wall_area_entered( area ):
-	if (area.get_name() == "ball"):
+	if area.get_name() == "ball":
 		#oops, ball went out of game place, reset
 		area.reset()

+ 11 - 12
2d/screen_space_shaders/screen_shaders.gd

@@ -1,25 +1,24 @@
-
 extends Control
 
 
 func _ready():
-	for c in get_node("pictures").get_children():
-		get_node("picture").add_item("PIC: " + c.get_name())
+	for c in $pictures.get_children():
+		$picture.add_item("PIC: " + c.get_name())
 	for c in get_node("effects").get_children():
-		get_node("effect").add_item("FX: " + c.get_name())
+		$effect.add_item("FX: " + c.get_name())
 
 
 func _on_picture_item_selected(ID):
-	for c in range(get_node("pictures").get_child_count()):
-		if (ID == c):
-			get_node("pictures").get_child(c).show()
+	for c in range($pictures.get_child_count()):
+		if ID == c:
+			$pictures.get_child(c).show()
 		else:
-			get_node("pictures").get_child(c).hide()
+			$pictures.get_child(c).hide()
 
 
 func _on_effect_item_selected(ID):
-	for c in range(get_node("effects").get_child_count()):
-		if (ID == c):
-			get_node("effects").get_child(c).show()
+	for c in range($effects.get_child_count()):
+		if ID == c:
+			$effects.get_child(c).show()
 		else:
-			get_node("effects").get_child(c).hide()
+			$effects.get_child(c).hide()