Use upper-cased first letter at the start of comment sentences

This commit is contained in:
Rémi Verschelde
2015-11-21 13:31:25 +01:00
parent 8639cecf4c
commit 8c4f19e79d
30 changed files with 150 additions and 164 deletions

View File

@ -1,7 +1,7 @@
extends RigidBody
# member variables
# Member variables
const ANIM_FLOOR = 0
const ANIM_AIR_UP = 1
const ANIM_AIR_DOWN = 2
@ -14,14 +14,14 @@ const CHAR_SCALE = Vector3(0.3, 0.3, 0.3)
var facing_dir = Vector3(1, 0, 0)
var movement_dir = Vector3()
var jumping=false
var jumping = false
var turn_speed = 40
var keep_jump_inertia = true
var air_idle_deaccel = false
var accel = 19.0
var deaccel = 14.0
var sharp_turn_threshhold = 140
var sharp_turn_threshold = 140
var max_speed = 3.1
var on_floor = false
@ -34,7 +34,7 @@ var shoot_blend = 0
func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
var n = p_target # normal
var n = p_target # Normal
var t = n.cross(current_gn).normalized()
var x = n.dot(p_facing)
@ -42,7 +42,7 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
var ang = atan2(y,x)
if (abs(ang) < 0.001): # too small
if (abs(ang) < 0.001): # Too small
return p_facing
var s = sign(ang)
@ -59,22 +59,22 @@ func adjust_facing(p_facing, p_target, p_step, p_adjust_rate, current_gn):
func _integrate_forces(state):
var lv = state.get_linear_velocity() # linear velocity
var lv = state.get_linear_velocity() # Linear velocity
var g = state.get_total_gravity()
var delta = state.get_step()
# var d = 1.0 - delta*state.get_total_density()
# if (d < 0):
# d = 0
lv += g*delta # apply gravity
lv += g*delta # Apply gravity
var anim = ANIM_FLOOR
var up = -g.normalized() # (up is against gravity)
var vv = up.dot(lv) # vertical velocity
var hv = lv - up*vv # horizontal velocity
var vv = up.dot(lv) # Vertical velocity
var hv = lv - up*vv # Horizontal velocity
var hdir = hv.normalized() # horizontal direction
var hspeed = hv.length() # horizontal speed
var hdir = hv.normalized() # Horizontal direction
var hspeed = hv.length() # Horizontal speed
var floor_velocity
var onfloor = false
@ -90,7 +90,7 @@ func _integrate_forces(state):
floor_velocity = state.get_contact_collider_velocity_at_pos(i)
break
var dir = Vector3() # where does the player intend to walk to
var dir = Vector3() # Where does the player intend to walk to
var cam_xform = get_node("target/camera").get_global_transform()
if (Input.is_action_pressed("move_forward")):
@ -108,7 +108,7 @@ func _integrate_forces(state):
var target_dir = (dir - up*dir.dot(up)).normalized()
if (onfloor):
var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshhold
var sharp_turn = hspeed > 0.1 and rad2deg(acos(target_dir.dot(hdir))) > sharp_turn_threshold
if (dir.length() > 0.1 and !sharp_turn):
if (hspeed > 0.001):
@ -130,7 +130,7 @@ func _integrate_forces(state):
hv = hdir*hspeed
var mesh_xform = get_node("Armature").get_transform()
var mesh_xform = get_node("Armature").get_transform()
var facing_mesh = -mesh_xform.basis[0].normalized()
facing_mesh = (facing_mesh - up*facing_mesh.dot(up)).normalized()
facing_mesh = adjust_facing(facing_mesh, target_dir, delta, 1.0/hspeed*turn_speed, up)
@ -171,7 +171,7 @@ func _integrate_forces(state):
#lv += floor_velocity
last_floor_velocity = floor_velocity
else:
if (on_floor) :
if (on_floor):
#if (keep_jump_inertia):
# lv += last_floor_velocity
pass
@ -180,7 +180,7 @@ func _integrate_forces(state):
movement_dir = lv
on_floor = onfloor
state.set_linear_velocity(lv)
if (shoot_blend > 0):
@ -194,7 +194,7 @@ func _integrate_forces(state):
bullet.set_transform(get_node("Armature/bullet").get_global_transform().orthonormalized())
get_parent().add_child(bullet)
bullet.set_linear_velocity(get_node("Armature/bullet").get_global_transform().basis[2].normalized()*20)
PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # add it to bullet
PS.body_add_collision_exception(bullet.get_rid(), get_rid()) # Add it to bullet
get_node("sfx").play("shoot")
prev_shoot = shoot_attempt