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
This commit is contained in:
Rémi Verschelde
2015-11-21 16:13:43 +01:00
parent 323dde7f31
commit 7589b2bf60
40 changed files with 851 additions and 1111 deletions

View File

@ -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
# 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)
# Virtual from CollisionObject2D (also available as signal)
func _mouse_exit():
get_node("label").set_text("")

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

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@ -1,12 +1,11 @@
extends Node2D
# member variables here, example:
# var a=2
# var b="textvar"
# Member variables
const EMIT_INTERVAL = 0.1
var timeout = EMIT_INTERVAL
func _process(delta):
timeout -= delta
if (timeout < 0):
@ -15,9 +14,7 @@ func _process(delta):
ball.set_pos(Vector2(randf()*get_viewport_rect().size.x, 0))
add_child(ball)
func _ready():
set_process(true)
# Initialization here
pass
set_process(true)

View File

@ -1,64 +1,62 @@
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
# 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)
# 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:
if (get_cell(m, n) != 0):
set_cell(m, n, 1, 0, 0)
end -= 1
start += 1
# create the actual and active visible part
# Create the actual and active visible part
var end = l.size() - 1
var start = 0
for steps in range(l.size()):
@ -71,16 +69,11 @@ func _fixed_process(delta):
x_old = x
y_old = y
pass
func _ready():
# Initalization here
# create a square filled with the 100% opaque fog
# 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

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@ -2,17 +2,16 @@
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")):
@ -27,7 +26,7 @@ func _fixed_process(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):
motion = get_collision_normal().slide(motion)
@ -38,6 +37,3 @@ func _fixed_process(delta):
func _ready():
# Initalization here
set_fixed_process(true)
pass

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@ -1,14 +1,13 @@
extends Node2D
# member variables here, example:
# var a=2
# var b="textvar"
# 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):
@ -19,8 +18,5 @@ func _input(ev):
func _ready():
set_process_input(true)
# Initialization here
pass
set_process_input(true)

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@ -2,17 +2,16 @@
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")):
@ -27,7 +26,7 @@ func _fixed_process(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):
motion = get_collision_normal().slide(motion)
@ -38,6 +37,3 @@ func _fixed_process(delta):
func _ready():
# Initalization here
set_fixed_process(true)
pass

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@ -2,17 +2,16 @@
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")):
@ -27,7 +26,7 @@ func _fixed_process(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):
motion = get_collision_normal().slide(motion)
@ -38,6 +37,3 @@ func _fixed_process(delta):
func _ready():
# Initalization here
set_fixed_process(true)
pass

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@ -1,10 +1,7 @@
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
@ -17,9 +14,10 @@ var current_mirror=false
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
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
@ -28,10 +26,7 @@ func _input(ev):
shoot_countdown = SHOOT_INTERVAL
func _fixed_process(delta):
shoot_countdown -= delta
var dir = Vector2()
if (Input.is_action_pressed("up")):
@ -78,7 +73,6 @@ func _fixed_process(delta):
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)
@ -86,11 +80,7 @@ func _fixed_process(delta):
current_mirror = next_mirror
func _ready():
# Initialization here
set_fixed_process(true)
set_process_input(true)
pass

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@ -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"):
get_node("message").show()
pass # replace with function body

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@ -1,17 +1,14 @@
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 advance_dir = Vector2(1, 0)
var hit = false
func _fixed_process(delta):
func _fixed_process(delta):
if (hit):
return
move(advance_dir*delta*ADVANCE_SPEED)
@ -19,9 +16,7 @@ func _fixed_process(delta):
get_node("anim").play("explode")
hit = true
func _ready():
# Initialization here
set_fixed_process(true)
pass

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@ -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
# The name of this editor-generated callback is unfortunate
if (body.get_name() == "player"):
get_node("youwin").show()

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

View File

@ -2,17 +2,15 @@
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 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
@ -21,8 +19,8 @@ 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 per second
const SLIDE_STOP_MIN_TRAVEL = 1.0 # One pixel
var velocity = Vector2()
var on_air_time = 100
@ -30,9 +28,9 @@ var jumping=false
var prev_jump_pressed = false
func _fixed_process(delta):
#create forces
func _fixed_process(delta):
# Create forces
var force = Vector2(0, GRAVITY)
var walk_left = Input.is_action_pressed("move_left")
@ -45,7 +43,6 @@ func _fixed_process(delta):
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
@ -61,34 +58,30 @@ func _fixed_process(delta):
velocity.x = vlen*vsign
#integrate forces to velocity
# Integrate forces to velocity
velocity += force*delta
#integrate velocity into motion and move
# Integrate velocity into motion and move
var motion = velocity*delta
#move and consume motion
# Move and consume motion
motion = move(motion)
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
# 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
@ -100,28 +93,24 @@ func _fixed_process(delta):
revert_motion()
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
# Try to complete the motion by "sliding" by the normal
motion = n.slide(motion)
velocity = n.slide(velocity)
#then move again
# Then move again
move(motion)
if (floor_velocity != Vector2()):
#if floor moves, move with floor
# If floor moves, move with floor
move(floor_velocity*delta)
if (jumping and velocity.y > 0):
#if falling, no longer jumping
# 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.
# 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
@ -129,9 +118,7 @@ func _fixed_process(delta):
on_air_time += delta
prev_jump_pressed = jump
func _ready():
#Initalization here
set_fixed_process(true)
pass

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@ -2,17 +2,16 @@
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")):
@ -31,6 +30,3 @@ func _fixed_process(delta):
func _ready():
# Initalization here
set_fixed_process(true)
pass

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@ -1,10 +1,7 @@
extends Sprite
# member variables here, example:
# var a=2
# var b="textvar"
# Member variables
const MODE_DIRECT = 0
const MODE_CONSTANT = 1
const MODE_SMOOTH = 2
@ -14,30 +11,24 @@ const SMOOTH_SPEED = 2.0
export(int, "Direct", "Constant", "Smooth") var mode = MODE_DIRECT
func _process(delta):
var mpos = get_viewport().get_mouse_pos()
if (mode == MODE_DIRECT):
look_at(mpos)
elif (mode == MODE_CONSTANT):
var ang = get_angle_to(mpos)
var s = sign(ang)
ang = abs(ang)
rotate(min(ang, ROTATION_SPEED*delta)*s)
elif (mode == MODE_SMOOTH):
var ang = get_angle_to(mpos)
rotate(ang*delta*SMOOTH_SPEED)
func _ready():
# Initialization here
set_process(true)
pass

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@ -1,16 +1,14 @@
extends Sprite
# Member variables
const BEGIN = -113
const END = 907
const TIME = 5.0 # Seconds
const SPEED = (END - BEGIN)/TIME
export var use_idle = true
# member variables here, example:
# var a=2
# var b="textvar"
const BEGIN = -113
const END = 907
const TIME = 5.0 # seconds
const SPEED = (END-BEGIN)/TIME
func _process(delta):
var ofs = get_pos()
@ -19,6 +17,7 @@ func _process(delta):
ofs.x = BEGIN
set_pos(ofs)
func _fixed_process(delta):
var ofs = get_pos()
ofs.x += delta*SPEED
@ -33,6 +32,3 @@ func _ready():
set_process(true)
else:
set_fixed_process(true)
pass

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@ -1,20 +1,16 @@
extends Navigation2D
# member variables here, example:
# var a=2
# var b="textvar"
# Member variables
const SPEED = 200.0
var begin = Vector2()
var end = Vector2()
var path = []
const SPEED=200.0
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]
@ -33,31 +29,26 @@ func _process(delta):
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
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):
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 navigatio cooards
end=ev.pos - get_pos()
# Mouse to local navigation coordinates
end = event.pos - get_pos()
_update_path()
func _ready():
# Initialization here
set_process_input(true)
pass

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

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@ -1,10 +1,7 @@
extends Area2D
# member variables here, example:
# var a=2
# var b="textvar"
# Member variables
var taken = false
@ -14,12 +11,6 @@ func _on_body_enter( body ):
taken = true
func _ready():
# Initalization here
pass
func _on_coin_area_enter(area):
pass # replace with function body

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@ -1,17 +1,12 @@
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 = ""
@ -21,25 +16,25 @@ 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):
var lv = s.get_linear_velocity()
var new_anim = anim
if (state == STATE_DYING):
new_anim = "explode"
elif (state == STATE_WALKING):
new_anim = "walk"
var wall_side = 0.0
@ -49,8 +44,6 @@ func _integrate_forces(s):
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
@ -59,17 +52,14 @@ func _integrate_forces(s):
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()):
@ -79,7 +69,6 @@ func _integrate_forces(s):
direction = -direction
get_node("sprite").set_scale(Vector2(-direction, 1))
lv.x = direction*WALK_SPEED
if(anim != new_anim):
@ -93,6 +82,3 @@ func _ready():
# Initalization here
rc_left = get_node("raycast_left")
rc_right = get_node("raycast_right")

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@ -1,16 +1,13 @@
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
func _fixed_process(delta):
func _fixed_process(delta):
accum += delta*(1.0/cycle)*PI*2.0
accum = fmod(accum, PI*2.0)
var d = sin(accum)
@ -22,6 +19,3 @@ func _fixed_process(delta):
func _ready():
# Initalization here
set_fixed_process(true)
pass

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@ -1,3 +1,4 @@
extends RigidBody2D
# Character Demo, written by Juan Linietsky.
@ -24,6 +25,7 @@ extends RigidBody2D
# -Friction cant be used, so floor velocity must be considered
# for moving platforms.
# Member variables
var anim = ""
var siding_left = false
var jumping = false
@ -50,17 +52,14 @@ var bullet = preload("res://bullet.xml")
var floor_h_velocity = 0.0
var enemy
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
# Get the controls
var move_left = Input.is_action_pressed("move_left")
var move_right = Input.is_action_pressed("move_right")
@ -75,27 +74,22 @@ func _integrate_forces(s):
e.set_pos(p)
get_parent().add_child(e)
#deapply prev floor velocity
# 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
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
# 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
var bi = bullet.instance()
@ -112,24 +106,21 @@ func _integrate_forces(s):
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
if (found_floor):
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
if (jumping):
if (lv.y > 0):
#set off the jumping flag if going down
# Set off the jumping flag if going down
jumping = false
elif (not jump):
stopping_jump = true
@ -138,9 +129,7 @@ func _integrate_forces(s):
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
@ -161,8 +150,7 @@ func _integrate_forces(s):
stopping_jump = false
get_node("sound").play("jump")
#check siding
# Check siding
if (lv.x < 0 and move_left):
new_siding_left = true
elif (lv.x > 0 and move_right):
@ -180,9 +168,7 @@ func _integrate_forces(s):
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
@ -207,9 +193,7 @@ func _integrate_forces(s):
else:
new_anim = "falling"
# Update siding
if (new_siding_left != siding_left):
if (new_siding_left):
get_node("sprite").set_scale(Vector2(-1, 1))
@ -229,22 +213,15 @@ func _integrate_forces(s):
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
@ -254,8 +231,3 @@ func _ready():
# 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

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@ -1,32 +1,33 @@
extends Spatial
func _ready():
var pf = PolygonPathFinder.new()
var points = Vector2Array()
var connections = IntArray()
# poly 1
# 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(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
# 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
@ -45,7 +46,6 @@ func _ready():
connections.push_back(4)
drawLine(points[7], points[4], get_node("/root/Spatial/Polys"))
print("points: ", points)
print("connections: ", connections)
@ -63,7 +63,6 @@ func _ready():
lastStep = step
func drawLine(pointA, pointB, immediateGeo):
var drawPosY = 0.1
var im = 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()

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@ -1,50 +1,46 @@
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
# 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)
#integrate new ball postion
# Integrate new ball postion
ball_pos += direction*ball_speed*delta
#flip when touching roof or floor
# 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
# 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
# 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")):
@ -54,7 +50,7 @@ func _process(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")):
@ -65,9 +61,8 @@ func _process(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)

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@ -1,9 +1,6 @@
extends Control
# member variables here, example:
# var a=2
# var b="textvar"
func _ready():
# Initialization here
@ -11,9 +8,6 @@ func _ready():
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
func _on_picture_item_selected(ID):

View File

@ -4,6 +4,7 @@ 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
@ -11,6 +12,8 @@ const SPEED_MAX = 50
var bullets = []
var shape
# Inner classes
class Bullet:
var pos = Vector2()
var speed = 1.0
@ -18,7 +21,6 @@ class Bullet:
func _draw():
var t = preload("res://bullet.png")
var tofs = -t.get_size()*0.5
for b in bullets:
@ -40,9 +42,9 @@ func _process(delta):
func _ready():
# Initialization here
shape = Physics2DServer.shape_create(Physics2DServer.SHAPE_CIRCLE)
Physics2DServer.shape_set_data(shape,8) #radius
Physics2DServer.shape_set_data(shape, 8) # Radius
for i in range(BULLET_COUNT):
var b = Bullet.new()
@ -51,15 +53,14 @@ func _ready():
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)
bullets.append(b)
set_process(true)
@ -68,9 +69,4 @@ func _exit_tree():
Physics2DServer.free_rid(b.body)
Physics2DServer.free_rid(shape)
# Initalization here
bullets.clear()
pass

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

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@ -1,28 +1,23 @@
extends Area2D
# member variables here, example:
# var a=2
# var b="textvar"
# Member variables
const SPEED = -200
const Y_RANDOM = 10
var points = 1
var speed_y = 0.0
var destroyed = false
func _process(delta):
translate(Vector2(SPEED, speed_y)*delta)
func _ready():
# Initialization here
speed_y = rand_range(-Y_RANDOM, Y_RANDOM)
pass
var destroyed=false
func destroy():
if (destroyed):
@ -31,19 +26,19 @@ func destroy():
get_node("anim").play("explode")
set_process(false)
get_node("sfx").play("sound_explode")
#accum points
# Accumulate points
get_node("/root/game_state").points += 1
func is_enemy():
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

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@ -1,18 +1,16 @@
extends Area2D
# member variables here, example:
# var a=2
# var b="textvar"
# Member variables
const SPEED = -200
var destroyed=false
func _process(delta):
get_parent().translate(Vector2(SPEED*delta, 0))
var destroyed=false
func is_enemy():
return not destroyed
@ -24,14 +22,15 @@ func destroy():
get_node("anim").play("explode")
set_process(false)
get_node("sfx").play("sound_explode")
#accum points
# 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").seek(randf()*2.0) # Make it start from any pos
func _on_visibility_exit_screen():
queue_free()

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@ -1,33 +1,33 @@
extends Area2D
# member variables here, example:
# var a=2
# var b="textvar"
# 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):
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
# 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
# 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
@ -35,22 +35,18 @@ func destroy():
get_node("anim").play("explode")
set_process(false)
get_node("sfx").play("sound_explode")
#accum points
# 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

View File

@ -1,25 +1,25 @@
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))
func _ready():
# Initialization here
set_process(true)
var hit=false
func is_enemy():
return true
func _hit_something():
if (hit):
return
@ -27,6 +27,6 @@ func _hit_something():
set_process(false)
get_node("anim").play("splash")
func _on_visibility_exit_screen():
queue_free()

View File

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

View File

@ -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_tree().change_scene("res://level.scn")
pass # replace with function body

View File

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

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@ -1,18 +1,15 @@
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
func _process(delta):
var motion = Vector2()
if Input.is_action_pressed("move_up"):
motion += Vector2(0, -1)
@ -39,28 +36,26 @@ func _process(delta):
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
# 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
# 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
# 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):
@ -85,4 +80,3 @@ func _on_ship_area_enter( area ):
func _on_back_to_menu_pressed():
get_tree().change_scene("res://main_menu.scn")
pass # replace with function body

View File

@ -1,21 +1,20 @@
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))
func _ready():
# Initialization here
set_process(true)
pass
var hit=false
func _hit_something():
if (hit):
@ -24,25 +23,19 @@ func _hit_something():
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
# 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
# Hit the tilemap
_hit_something()
pass # replace with function body

View File

@ -1,12 +1,11 @@
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
@ -32,14 +31,11 @@ var block_shapes=[
[ 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_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() )
]
Matrix32(Vector2(0, -1), Vector2(1, 0), Vector2())]
var width = 0
var height = 0
@ -56,9 +52,9 @@ func piece_cell_xform(p,er=0):
var r = (4 + er + piece_rot) % 4
return piece_pos + block_rotations[r].xform(p)
func _draw():
var sb = get_stylebox("bg","Tree") # use line edit bg
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()
@ -68,13 +64,11 @@ func _draw():
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])
func piece_check_fit(ofs, er = 0):
for c in block_shapes[piece_shape]:
var pos = piece_cell_xform(c, er) + ofs
if (pos.x < 0):
@ -90,8 +84,8 @@ func piece_check_fit(ofs,er=0):
return true
func new_piece():
func new_piece():
piece_shape = randi() % MAX_SHAPES
piece_pos = Vector2(width/2, 0)
piece_active = true
@ -100,8 +94,7 @@ func new_piece():
piece_pos.y += 1
if (not piece_check_fit(Vector2())):
#game over
#print("GAME OVER!")
# Game over
game_over()
update()
@ -124,20 +117,17 @@ func test_collapse_rows():
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")
get_node("gameover").set_text("Game over!")
update()
func restart_pressed():
score = 0
score_label.set_text("0")
cells.clear()
@ -147,16 +137,13 @@ func restart_pressed():
update()
func piece_move_down():
if (!piece_active):
return
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
@ -165,7 +152,6 @@ func piece_move_down():
func piece_rotate():
var adv = 1
if (not piece_check_fit(Vector2(), 1)):
return
@ -173,10 +159,7 @@ func piece_rotate():
update()
func _input(ie):
if (not piece_active):
return
if (!ie.is_pressed()):
@ -206,12 +189,7 @@ func setup(w,h):
func _ready():
# Initalization here
setup(10, 20)
score_label = get_node("../score")
set_process_input(true)

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@ -1,17 +1,12 @@
extends Control
# member variables here, example:
# var a=2
# var b="textvar"
# Member variables
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

View File

@ -1,13 +1,12 @@
extends BackBufferCopy
# member variables here, example:
# var a=2
# var b="textvar"
# 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
@ -24,14 +23,10 @@ func _process(delta):
set_pos(pos)
func _ready():
vsize = get_viewport_rect().size
var pos = vsize * Vector2(randf(),randf());
set_pos(pos);
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