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author | Malfurious <m@lfurio.us> | 2022-10-30 01:59:06 -0400 |
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committer | Malfurious <m@lfurio.us> | 2022-10-30 01:59:06 -0400 |
commit | 57eaeff00597f8ae6289b935dec0c408e21759ab (patch) | |
tree | 37d052e275b1937a760350339be465f19cc4acf3 | |
parent | acaea7bf1657f02670c2551357be178b0bf16f75 (diff) | |
download | project-s-57eaeff00597f8ae6289b935dec0c408e21759ab.tar.gz project-s-57eaeff00597f8ae6289b935dec0c408e21759ab.zip |
Convert script tabs to spaces
and other whitespace fixes!
Signed-off-by: Malfurious <m@lfurio.us>
-rw-r--r-- | assets/characters/base_character/BaseCharacter.gd | 22 | ||||
-rw-r--r-- | assets/maps/misc/test_map/test_map_assets/crane/crane_carriage/crane_carriage.gd | 46 | ||||
-rw-r--r-- | assets/maps/misc/test_map/test_map_assets/crane/crane_frame/animation.gd | 3 | ||||
-rw-r--r-- | assets/view_model/ViewModel.gd | 134 | ||||
-rw-r--r-- | assets/weapons/goo_gun/Bullet.gd | 6 | ||||
-rw-r--r-- | assets/weapons/goo_gun/GooGun.gd | 28 | ||||
-rw-r--r-- | custom_shaders/liquid.gdshader | 4 | ||||
-rw-r--r-- | utility_scripts/shader_compiler.gd | 98 |
8 files changed, 166 insertions, 175 deletions
diff --git a/assets/characters/base_character/BaseCharacter.gd b/assets/characters/base_character/BaseCharacter.gd index 5d1b013..f9df8e9 100644 --- a/assets/characters/base_character/BaseCharacter.gd +++ b/assets/characters/base_character/BaseCharacter.gd @@ -7,16 +7,16 @@ export var weapon_pitch = 0 export var weapon_pitch_bias = deg2rad(20) func _ready(): - look_angle = rotation.y - if material != null: - $Body.set("material/0", material) - $GooGun.projectile_material = material + look_angle = rotation.y + if material != null: + $Body.set("material/0", material) + $GooGun.projectile_material = material func _process(_delta): - var effective_weapon_pitch = weapon_pitch - weapon_pitch_bias if is_firing else weapon_pitch - effective_weapon_pitch = clamp(effective_weapon_pitch, deg2rad(-90), deg2rad(90)) - $GooGun.is_firing = is_firing - $GooGun.look_angle = look_angle - $GooGun.weapon_pitch = effective_weapon_pitch - $GooGun.rotation.x = effective_weapon_pitch - rotation.y = look_angle + var effective_weapon_pitch = weapon_pitch - weapon_pitch_bias if is_firing else weapon_pitch + effective_weapon_pitch = clamp(effective_weapon_pitch, deg2rad(-90), deg2rad(90)) + $GooGun.is_firing = is_firing + $GooGun.look_angle = look_angle + $GooGun.weapon_pitch = effective_weapon_pitch + $GooGun.rotation.x = effective_weapon_pitch + rotation.y = look_angle diff --git a/assets/maps/misc/test_map/test_map_assets/crane/crane_carriage/crane_carriage.gd b/assets/maps/misc/test_map/test_map_assets/crane/crane_carriage/crane_carriage.gd index 7618ed3..2b21dac 100644 --- a/assets/maps/misc/test_map/test_map_assets/crane/crane_carriage/crane_carriage.gd +++ b/assets/maps/misc/test_map/test_map_assets/crane/crane_carriage/crane_carriage.gd @@ -1,6 +1,6 @@ extends Spatial -#This script runs the crane animations in a loop. +#This script runs the crane animations in a loop. onready var anim = $AnimationPlayer onready var timer = $crane_load/Timer @@ -8,31 +8,27 @@ onready var timer = $crane_load/Timer var stage = 0 func _ready(): - timer.wait_time = 10 - timer.one_shot = true - timer.start() - - + timer.wait_time = 10 + timer.one_shot = true + timer.start() func _on_Timer_timeout(): - if stage == 0: - anim.play("pick_up_crate") - elif stage == 1: - anim.play("move_x_negative") - elif stage == 2: - anim.play_backwards("pick_up_crate") - elif stage == 3: - anim.play("pick_up_crate") - elif stage == 4: - anim.play_backwards("move_x_negative") - elif stage == 5: - anim.play_backwards("pick_up_crate") - elif stage == 6: - stage = 0 - timer.start() - + if stage == 0: + anim.play("pick_up_crate") + elif stage == 1: + anim.play("move_x_negative") + elif stage == 2: + anim.play_backwards("pick_up_crate") + elif stage == 3: + anim.play("pick_up_crate") + elif stage == 4: + anim.play_backwards("move_x_negative") + elif stage == 5: + anim.play_backwards("pick_up_crate") + elif stage == 6: + stage = 0 + timer.start() func _on_AnimationPlayer_animation_finished(_anim_name): - stage += 1 - timer.start() - + stage += 1 + timer.start() diff --git a/assets/maps/misc/test_map/test_map_assets/crane/crane_frame/animation.gd b/assets/maps/misc/test_map/test_map_assets/crane/crane_frame/animation.gd index c139e88..8b674ef 100644 --- a/assets/maps/misc/test_map/test_map_assets/crane/crane_frame/animation.gd +++ b/assets/maps/misc/test_map/test_map_assets/crane/crane_frame/animation.gd @@ -1,5 +1,4 @@ extends AnimationPlayer - func _ready(): - self.play("flash_beacon") + self.play("flash_beacon") diff --git a/assets/view_model/ViewModel.gd b/assets/view_model/ViewModel.gd index 949bfab..96e0f3e 100644 --- a/assets/view_model/ViewModel.gd +++ b/assets/view_model/ViewModel.gd @@ -14,78 +14,78 @@ onready var spring_arm = $Anchor/SpringArm onready var fps_label = $fps_label func _ready(): - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) func _process(_delta): - # The character model and the spring arm anchor are independent to allow them to rotate - # independently. Recouple their translations here so that the camera follows the model through - # space. - anchor.translation = character.translation - - # Update fps counter in HUD - fps_label.text = "FPS: " + str(Engine.get_frames_per_second()) + # The character model and the spring arm anchor are independent to allow them to rotate + # independently. Recouple their translations here so that the camera follows the model through + # space. + anchor.translation = character.translation + + # Update fps counter in HUD + fps_label.text = "FPS: " + str(Engine.get_frames_per_second()) func _physics_process(delta): - # Intended movement direction with the rotational angle adjusted by the camera's aim direction - var move_direction = Vector3.ZERO - move_direction.x = Input.get_action_strength("right") - Input.get_action_strength("left") - move_direction.z = Input.get_action_strength("back") - Input.get_action_strength("forward") - move_direction = move_direction.rotated(Vector3.UP, spring_arm.rotation.y).normalized() - - # Update velocity by new movement direction and continued effect of "gravity" - velocity.x = move_direction.x * movement_speed - velocity.z = move_direction.z * movement_speed - velocity.y -= gravity * delta - - # Snap vector management: set to ZERO to enable jumping, DOWN otherwise to stick to surfaces. - # Allow jump action for only one frame if already standing on a floor. - var just_landed = character.is_on_floor() and snap == Vector3.ZERO - var jump = character.is_on_floor() and Input.is_action_just_pressed("jump") - if jump: - velocity.y = jump_strength - snap = Vector3.ZERO - elif just_landed: - snap = Vector3.DOWN - - # Move character. Param 4 (true) means stop on slopes - velocity = character.move_and_slide_with_snap(velocity, snap, Vector3.UP, true) - - # Update character look direction to face towards aiming if firing - if Input.is_action_pressed("fire"): - character.look_angle = spring_arm.rotation.y - character.weapon_pitch = -spring_arm.rotation.x - # Update character look direction if moved - elif move_direction.length() > 0.2: - var look_direction = Vector2(-velocity.z, -velocity.x) - character.look_angle = look_direction.angle() - character.weapon_pitch = 0 - else: - character.weapon_pitch = 0 - - # Handle extra player inputs - character.is_firing = Input.is_action_pressed("fire") - - if Input.is_action_just_pressed("ping"): - cycle_parent() - - if Input.is_action_just_pressed("menu"): - get_tree().quit() + # Intended movement direction with the rotational angle adjusted by the camera's aim direction + var move_direction = Vector3.ZERO + move_direction.x = Input.get_action_strength("right") - Input.get_action_strength("left") + move_direction.z = Input.get_action_strength("back") - Input.get_action_strength("forward") + move_direction = move_direction.rotated(Vector3.UP, spring_arm.rotation.y).normalized() + + # Update velocity by new movement direction and continued effect of "gravity" + velocity.x = move_direction.x * movement_speed + velocity.z = move_direction.z * movement_speed + velocity.y -= gravity * delta + + # Snap vector management: set to ZERO to enable jumping, DOWN otherwise to stick to surfaces. + # Allow jump action for only one frame if already standing on a floor. + var just_landed = character.is_on_floor() and snap == Vector3.ZERO + var jump = character.is_on_floor() and Input.is_action_just_pressed("jump") + if jump: + velocity.y = jump_strength + snap = Vector3.ZERO + elif just_landed: + snap = Vector3.DOWN + + # Move character. Param 4 (true) means stop on slopes + velocity = character.move_and_slide_with_snap(velocity, snap, Vector3.UP, true) + + # Update character look direction to face towards aiming if firing + if Input.is_action_pressed("fire"): + character.look_angle = spring_arm.rotation.y + character.weapon_pitch = -spring_arm.rotation.x + # Update character look direction if moved + elif move_direction.length() > 0.2: + var look_direction = Vector2(-velocity.z, -velocity.x) + character.look_angle = look_direction.angle() + character.weapon_pitch = 0 + else: + character.weapon_pitch = 0 + + # Handle extra player inputs + character.is_firing = Input.is_action_pressed("fire") + + if Input.is_action_just_pressed("ping"): + cycle_parent() + + if Input.is_action_just_pressed("menu"): + get_tree().quit() func _unhandled_input(event): - # Implement mouse aim direction - if event is InputEventMouseMotion: - spring_arm.rotation_degrees.x -= event.relative.y * aim_sensitivity - spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90, 90) - - spring_arm.rotation_degrees.y -= event.relative.x * aim_sensitivity - spring_arm.rotation_degrees.y = wrapf(spring_arm.rotation_degrees.y, 0, 360) + # Implement mouse aim direction + if event is InputEventMouseMotion: + spring_arm.rotation_degrees.x -= event.relative.y * aim_sensitivity + spring_arm.rotation_degrees.x = clamp(spring_arm.rotation_degrees.x, -90, 90) + + spring_arm.rotation_degrees.y -= event.relative.x * aim_sensitivity + spring_arm.rotation_degrees.y = wrapf(spring_arm.rotation_degrees.y, 0, 360) func cycle_parent(): - var parents = get_tree().get_nodes_in_group("players") - var idx = parents.find(character) - - if idx < 0 or idx == parents.size() - 1: - if parents.size() > 0: - character = parents[0] - else: - character = parents[idx + 1] + var parents = get_tree().get_nodes_in_group("players") + var idx = parents.find(character) + + if idx < 0 or idx == parents.size() - 1: + if parents.size() > 0: + character = parents[0] + else: + character = parents[idx + 1] diff --git a/assets/weapons/goo_gun/Bullet.gd b/assets/weapons/goo_gun/Bullet.gd index 2edba6b..5c5097f 100644 --- a/assets/weapons/goo_gun/Bullet.gd +++ b/assets/weapons/goo_gun/Bullet.gd @@ -3,8 +3,8 @@ extends RigidBody export var material : Material = null func _ready(): - if material != null: - $MeshInstance.set("material/0", material) + if material != null: + $MeshInstance.set("material/0", material) func _on_Bullet_body_entered(_body): - queue_free() + queue_free() diff --git a/assets/weapons/goo_gun/GooGun.gd b/assets/weapons/goo_gun/GooGun.gd index 6cb87fc..8ee6e0f 100644 --- a/assets/weapons/goo_gun/GooGun.gd +++ b/assets/weapons/goo_gun/GooGun.gd @@ -13,19 +13,19 @@ var time_since_fire = 0 var Bullet = preload("res://assets/weapons/goo_gun/Bullet.tscn") func _physics_process(delta): - if is_firing: - time_since_fire += delta - if time_since_fire >= fire_rate: - time_since_fire -= fire_rate - do_fire_projectile() - else: - time_since_fire = fire_rate + if is_firing: + time_since_fire += delta + if time_since_fire >= fire_rate: + time_since_fire -= fire_rate + do_fire_projectile() + else: + time_since_fire = fire_rate func do_fire_projectile(): - var bullet = Bullet.instance() - bullet.material = projectile_material - $Nozzle.add_child(bullet) - bullet.set_as_toplevel(true) - var shoot_direction = Vector3.FORWARD.rotated(Vector3.LEFT, weapon_pitch) - shoot_direction = shoot_direction.rotated(Vector3.UP, look_angle) - bullet.apply_central_impulse(shoot_direction.normalized() * projectile_scalar) + var bullet = Bullet.instance() + bullet.material = projectile_material + $Nozzle.add_child(bullet) + bullet.set_as_toplevel(true) + var shoot_direction = Vector3.FORWARD.rotated(Vector3.LEFT, weapon_pitch) + shoot_direction = shoot_direction.rotated(Vector3.UP, look_angle) + bullet.apply_central_impulse(shoot_direction.normalized() * projectile_scalar) diff --git a/custom_shaders/liquid.gdshader b/custom_shaders/liquid.gdshader index b5b913b..529f25c 100644 --- a/custom_shaders/liquid.gdshader +++ b/custom_shaders/liquid.gdshader @@ -12,9 +12,7 @@ uniform sampler2D normal : hint_normal; uniform float wave_speed : hint_range(0.0, 10.0); uniform float wave_height : hint_range(0.0, 10.0); - -void fragment(){ - +void fragment() { vec2 moving_uv = UV + (TIME * normal_speed); ALBEDO = albedo.rgb; diff --git a/utility_scripts/shader_compiler.gd b/utility_scripts/shader_compiler.gd index 7ef6104..8048c8a 100644 --- a/utility_scripts/shader_compiler.gd +++ b/utility_scripts/shader_compiler.gd @@ -1,10 +1,10 @@ extends Spatial #This script loops through all the nodes in the scene, finds their materials, -#then adds them to a generated quad mesh to force all shaders to be compiled. +#then adds them to a generated quad mesh to force all shaders to be compiled. #Once they are all compiled, the node emits a signal saying it's done and frees itself. -#This is to prevent frame stutter when compiling shaders mid-game. +#This is to prevent frame stutter when compiling shaders mid-game. #If you need to compile a material that is not present #when the scene loads (i.e. instanced nodes) add a copy of their .tscn as a child of #this node in the scene window. @@ -20,59 +20,57 @@ var found_materials = [] var found_particles = [] var counter = 0 - func _ready(): - compile_shaders(get_tree().root) + compile_shaders(get_tree().root) func _process(_delta): - counter += 1 - if counter >= num_frames: - emit_signal("all_shaders_compiled") - queue_free() - + counter += 1 + if counter >= num_frames: + emit_signal("all_shaders_compiled") + queue_free() + func compile_shaders(scene): - for child in scene.get_children(): - if child is MeshInstance: - for i in range(child.get_surface_material_count()): - var mat = child.get_surface_material(i) - if mat == null: - mat = child.mesh.surface_get_material(i) - if mat == null: - print("Error: No material assigned to " + str(child.name) + ". Could not compile.") - - if is_instance_valid(mat): - if not mat in found_materials: - generate_quad(mat) - found_materials.append(mat) - - if child is Particles: - var particle = child as Particles - var particle_mat = particle.get_process_material() - - if particle_mat == null: - print("Error: No process material assigned to " + str(child.name) + ". Could not compile.") - - if is_instance_valid(particle_mat): - if not particle_mat in found_particles: - var particles_to_compile = particle.duplicate() - duplicate_particles(particles_to_compile) - found_particles.append(particle_mat) - - compile_shaders(child) - + for child in scene.get_children(): + if child is MeshInstance: + for i in range(child.get_surface_material_count()): + var mat = child.get_surface_material(i) + if mat == null: + mat = child.mesh.surface_get_material(i) + if mat == null: + print("Error: No material assigned to " + str(child.name) + ". Could not compile.") + + if is_instance_valid(mat): + if not mat in found_materials: + generate_quad(mat) + found_materials.append(mat) + + if child is Particles: + var particle = child as Particles + var particle_mat = particle.get_process_material() + + if particle_mat == null: + print("Error: No process material assigned to " + str(child.name) + ". Could not compile.") + + if is_instance_valid(particle_mat): + if not particle_mat in found_particles: + var particles_to_compile = particle.duplicate() + duplicate_particles(particles_to_compile) + found_particles.append(particle_mat) + + compile_shaders(child) func generate_quad(material): - var quad = QuadMesh.new() - var mesh = MeshInstance.new() - mesh.mesh = quad - mesh.set_surface_material(0, material) - add_child(mesh) - - mesh.global_transform.origin.x += randf() * 0.5 - mesh.global_transform.origin.y += randf() * 0.5 - mesh.global_transform.origin.z += randf() * 0.5 + var quad = QuadMesh.new() + var mesh = MeshInstance.new() + mesh.mesh = quad + mesh.set_surface_material(0, material) + add_child(mesh) + + mesh.global_transform.origin.x += randf() * 0.5 + mesh.global_transform.origin.y += randf() * 0.5 + mesh.global_transform.origin.z += randf() * 0.5 func duplicate_particles(particle_node): - particle_node.translation = self.translation - particle_node.rotation = Vector3.ZERO - add_child(particle_node) + particle_node.translation = self.translation + particle_node.rotation = Vector3.ZERO + add_child(particle_node) |