diff --git a/assets/images/mat_filldummy.tres b/assets/material_default.tres similarity index 100% rename from assets/images/mat_filldummy.tres rename to assets/material_default.tres diff --git a/scenes/game_world/target.gd b/scenes/enemies/target.gd similarity index 82% rename from scenes/game_world/target.gd rename to scenes/enemies/target.gd index d879bf5..1871019 100644 --- a/scenes/game_world/target.gd +++ b/scenes/enemies/target.gd @@ -4,7 +4,7 @@ signal destroyed @onready var _mesh_instance := $CollisionShape3D/MeshInstance3D -var current_velocity = null +var _current_velocity: Vector3 = Vector3.ZERO var max_health: float var health: float = 0.0: set(value): @@ -19,10 +19,10 @@ func _ready() -> void: _set_target_material() func _physics_process(delta: float) -> void: - if current_velocity: - var collision_info = move_and_collide(current_velocity * delta) + if _current_velocity != Vector3.ZERO: + var collision_info = move_and_collide(_current_velocity * delta) if collision_info: - current_velocity = current_velocity.bounce(collision_info.get_normal()) + _current_velocity = _current_velocity.bounce(collision_info.get_normal()) func init(size = {"radius": .5, "height": 1}, movement = {"x": 0, "y": 0}) -> void: await ready @@ -31,7 +31,7 @@ func init(size = {"radius": .5, "height": 1}, movement = {"x": 0, "y": 0}) -> vo collision_shape.shape.height = size.height _mesh_instance.mesh.radius = size.radius _mesh_instance.mesh.height = size.height - current_velocity = Vector3(randf_range(-movement.x, movement.x),\ + _current_velocity = Vector3(randf_range(-movement.x, movement.x),\ randf_range(-movement.y, movement.y), 0) func _set_health() -> void: diff --git a/scenes/enemies/target.tscn b/scenes/enemies/target.tscn index 3ff8f30..25b1ca6 100644 --- a/scenes/enemies/target.tscn +++ b/scenes/enemies/target.tscn @@ -1,6 +1,6 @@ [gd_scene load_steps=8 format=3 uid="uid://baj568pnwc4ph"] -[ext_resource type="Script" path="res://scenes/game_world/target.gd" id="1_mc4da"] +[ext_resource type="Script" path="res://scenes/enemies/target.gd" id="1_nte11"] [ext_resource type="Script" path="res://scenes/enemies/health_slider.gd" id="2_usxmj"] [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_do5mn"] @@ -28,7 +28,7 @@ size = Vector2(3, 0.3) [node name="Target" type="CharacterBody3D" groups=["Enemy"]] collision_mask = 2 motion_mode = 1 -script = ExtResource("1_mc4da") +script = ExtResource("1_nte11") [node name="CollisionShape3D" type="CollisionShape3D" parent="."] shape = SubResource("CapsuleShape3D_do5mn") diff --git a/scenes/game_world/crosshair.gd b/scenes/game_world/crosshair.gd index 48fa29e..9a69a8b 100644 --- a/scenes/game_world/crosshair.gd +++ b/scenes/game_world/crosshair.gd @@ -1,17 +1,17 @@ extends Control ## Renders the user crosshair -var color := Color(0, 255, 255, 1) -var outline_color := Color(0,0,0) +var _color := Color(0, 255, 255, 1) +var _outline_color := Color(0,0,0) -var enable_outline := true -var dot_enable := false +var _enable_outline := true +var _dot_enable := false -var dot_size := 6.0 -var outline_width := 1.0 -var thickness := 2.0 -var length := 12.0 -var gap := 5.0 +var _dot_size := 6.0 +var _outline_width := 1.0 +var _thickness := 2.0 +var _length := 12.0 +var _gap := 5.0 var current_crosshair := { "top": [], @@ -29,7 +29,7 @@ func _draw() -> void: _draw_part(current_crosshair["right"]) _draw_part(current_crosshair["bottom"]) _draw_part(current_crosshair["left"]) - if dot_enable: + if _dot_enable: _draw_part(current_crosshair["dot"]) func _on_options_refresh_crosshair() -> void: @@ -37,57 +37,57 @@ func _on_options_refresh_crosshair() -> void: func _load_save() -> void: var category = DataManager.categories.CROSSHAIR - dot_enable = DataManager.set_parameter_if_exists(category, dot_enable, "dot") - dot_size = DataManager.set_parameter_if_exists(category, dot_size, "dot_size") - length = DataManager.set_parameter_if_exists(category, length, "length") - thickness = DataManager.set_parameter_if_exists(category, thickness, "thickness") - gap = DataManager.set_parameter_if_exists(category, gap, "gap") - enable_outline = DataManager.set_parameter_if_exists(category, enable_outline, "outline_enable") - outline_width = DataManager.set_parameter_if_exists(category, outline_width, "outline_width") - color = DataManager.set_color_if_exists(category, color, "color") - outline_color = DataManager.set_color_if_exists(category, outline_color, "outline_color") + _dot_enable = DataManager.set_parameter_if_exists(category, _dot_enable, "dot") + _dot_size = DataManager.set_parameter_if_exists(category, _dot_size, "dot_size") + _length = DataManager.set_parameter_if_exists(category, _length, "length") + _thickness = DataManager.set_parameter_if_exists(category, _thickness, "thickness") + _gap = DataManager.set_parameter_if_exists(category, _gap, "gap") + _enable_outline = DataManager.set_parameter_if_exists(category, _enable_outline, "outline_enable") + _outline_width = DataManager.set_parameter_if_exists(category, _outline_width, "outline_width") + _color = DataManager.set_color_if_exists(category, _color, "color") + _outline_color = DataManager.set_color_if_exists(category, _outline_color, "outline_color") func _load_crosshair() -> void: current_crosshair["dot"] = [ - Vector2(-dot_size, -dot_size), # top left - Vector2(dot_size, -dot_size), # top right - Vector2(dot_size, dot_size), # bottom right - Vector2(-dot_size, dot_size) # bottom left + Vector2(-_dot_size, -_dot_size), # top left + Vector2(_dot_size, -_dot_size), # top right + Vector2(_dot_size, _dot_size), # bottom right + Vector2(-_dot_size, _dot_size) # bottom left ] current_crosshair["left"] = [ - Vector2(-length-gap, -thickness), # top left - Vector2(-gap, -thickness), # top right - Vector2(-gap, thickness), # bottom right - Vector2(-length-gap, thickness) # bottom left + Vector2(-_length -_gap, -_thickness), # top left + Vector2(-_gap, -_thickness), # top right + Vector2(-_gap, _thickness), # bottom right + Vector2(-_length -_gap, _thickness) # bottom left ] current_crosshair["top"] = [ - Vector2(-thickness, -length-gap), # top left - Vector2(thickness, -length-gap), # top right - Vector2(thickness, -gap), # bottom right - Vector2(-thickness, -gap) # bottom left + Vector2(-_thickness, -_length -_gap), # top left + Vector2(_thickness, -_length -_gap), # top right + Vector2(_thickness, -_gap), # bottom right + Vector2(-_thickness, -_gap) # bottom left ] current_crosshair["right"] = [ - Vector2(gap,-thickness), # top left - Vector2(length+gap,-thickness), # top right - Vector2(length+gap,thickness), # bottom right - Vector2(gap,thickness) # bottom left + Vector2(_gap, -_thickness), # top left + Vector2(_length + _gap, -_thickness), # top right + Vector2(_length +_gap, _thickness), # bottom right + Vector2(_gap, _thickness) # bottom left ] current_crosshair["bottom"] = [ - Vector2(-thickness, gap), # top left - Vector2(thickness,gap), # top right - Vector2(thickness,gap+length), # bottom right - Vector2(-thickness,gap+length) # bottom left + Vector2(-_thickness, _gap), # top left + Vector2(_thickness, _gap), # top right + Vector2(_thickness, _gap + _length), # bottom right + Vector2(-_thickness, _gap + _length) # bottom left ] func _draw_part(points: PackedVector2Array) -> void: - draw_polygon(points, [color]) + draw_polygon(points, [_color]) var polygon := Polygon2D.new() polygon.set_polygon(points) - if enable_outline: + if _enable_outline: _draw_outline(polygon) func _draw_outline(polygon: Polygon2D) -> void: var poly = polygon.get_polygon() for i in range(1 , poly.size()): - draw_line(poly[i-1] , poly[i], outline_color , outline_width) - draw_line(poly[poly.size() - 1] , poly[0], outline_color , outline_width) + draw_line(poly[i-1] , poly[i], _outline_color , _outline_width) + draw_line(poly[poly.size() - 1] , poly[0], _outline_color , _outline_width) diff --git a/scenes/game_world/end_game_canvas.gd b/scenes/game_world/end_game_canvas.gd index 0c56aff..85e8767 100644 --- a/scenes/game_world/end_game_canvas.gd +++ b/scenes/game_world/end_game_canvas.gd @@ -11,5 +11,5 @@ func set_score(score: int, high_score: int, missed_shots: int) -> void: text += "\nShots missed: " + str(missed_shots) $Score.text = text -func _on_button_pressed(): +func _on_button_pressed() -> void: get_tree().change_scene_to_file("res://scenes/main_menu/main_menu.tscn") diff --git a/scenes/game_world/game_world.gd b/scenes/game_world/game_world.gd index 80416d3..24b60b7 100644 --- a/scenes/game_world/game_world.gd +++ b/scenes/game_world/game_world.gd @@ -69,7 +69,7 @@ func _spawn_initial_targets(): _spawn_target() func _update_world_appareance() -> void: - var world_material: StandardMaterial3D = preload("res://assets/images/mat_filldummy.tres") + var world_material: StandardMaterial3D = preload("res://assets/material_default.tres") world_material.albedo_texture = Global.get_current_world_texture() const CATEGORY = DataManager.categories.SETTINGS $DirectionalLight3D.light_color = DataManager.set_color_if_exists(CATEGORY, \ diff --git a/scenes/game_world/game_world.tscn b/scenes/game_world/game_world.tscn index b719025..fc4531e 100644 --- a/scenes/game_world/game_world.tscn +++ b/scenes/game_world/game_world.tscn @@ -1,7 +1,7 @@ [gd_scene load_steps=31 format=3 uid="uid://cdbhv0p0jfr75"] [ext_resource type="Script" path="res://scenes/game_world/game_world.gd" id="1_4pv4x"] -[ext_resource type="Material" uid="uid://dsqe2mx1kgicf" path="res://assets/images/mat_filldummy.tres" id="2_ldkna"] +[ext_resource type="Material" uid="uid://dsqe2mx1kgicf" path="res://assets/material_default.tres" id="2_ldkna"] [ext_resource type="Script" path="res://scenes/game_world/player/player_manager.gd" id="3_cvlpu"] [ext_resource type="Script" path="res://scenes/game_world/crosshair.gd" id="4_pc15u"] [ext_resource type="Script" path="res://scenes/game_world/gameplay_ui.gd" id="5_of43n"] diff --git a/scenes/game_world/gameplay_ui.gd b/scenes/game_world/gameplay_ui.gd index 0adc1e0..dbc806f 100644 --- a/scenes/game_world/gameplay_ui.gd +++ b/scenes/game_world/gameplay_ui.gd @@ -1,20 +1,20 @@ extends Control ## Gameplay UI with game stats -@onready var animation_kill = $AnimationKill -@onready var kills = $MarginContainer/Panel/MarginContainer/VBoxContainer/targets/label2 -@onready var timer = $"../../Timer" -@onready var timer_label = $MarginContainer/Panel/MarginContainer/VBoxContainer/time/label2 +@onready var _animation_kill = $AnimationKill +@onready var _kills = $MarginContainer/Panel/MarginContainer/VBoxContainer/targets/label2 +@onready var _timer = $"../../Timer" +@onready var _timer_label = $MarginContainer/Panel/MarginContainer/VBoxContainer/time/label2 func update_kills(value: int) -> void: - kills.set_text((str(value))) - if not animation_kill.is_playing(): - animation_kill.play("kill") + _kills.set_text((str(value))) + if not _animation_kill.is_playing(): + _animation_kill.play("kill") func update_timer_ui(time_left) -> void: - timer_label.set_text("%.f s" % time_left) + _timer_label.set_text("%.f s" % time_left) func _on_player_shoot() -> void: - if timer.is_stopped(): - timer.start() + if _timer.is_stopped(): + _timer.start() $PressAny.queue_free() diff --git a/scenes/main_menu/main_menu.gd b/scenes/main_menu/main_menu.gd index 374eda1..4e865a7 100644 --- a/scenes/main_menu/main_menu.gd +++ b/scenes/main_menu/main_menu.gd @@ -1,7 +1,7 @@ extends Control ## Main menu manager -@onready var right_panel := $RightControl +@onready var _right_panel := $RightControl func _ready() -> void: $LeftControl/VBoxContainer/Play.grab_focus() @@ -9,19 +9,19 @@ func _ready() -> void: func _on_play_pressed() -> void: _hide_options() - right_panel.get_node("SelectGamemode").visible = true + _right_panel.get_node("SelectGamemode").visible = true func _on_quit_pressed() -> void: get_tree().quit() func _on_settings_pressed() -> void: _hide_options() - right_panel.get_node("Settings").visible = true + _right_panel.get_node("Settings").visible = true func _on_source_code_pressed() -> void: OS.shell_open("https://github.com/antimundo/libre-aim") ## Hide all right panel options func _hide_options() -> void: - for child in right_panel.get_children(): + for child in _right_panel.get_children(): child.visible = false diff --git a/scenes/main_menu/select_gamemode.gd b/scenes/main_menu/select_gamemode.gd index a8b68cf..a9b2d06 100644 --- a/scenes/main_menu/select_gamemode.gd +++ b/scenes/main_menu/select_gamemode.gd @@ -1,13 +1,13 @@ extends Control ## Gamemode selection in main menu -func _on_play_pressed() -> void: - _start_gamemode() - func _ready() -> void: _add_gamemode_buttons() _select_gamemode("random") +func _on_play_pressed() -> void: + _start_gamemode() + ## Adds the gamemodes button list func _add_gamemode_buttons() -> void: var gamemode_list := $ListGamemodes/Gamemodes diff --git a/scenes/main_menu/settings/settings_fps_limit.gd b/scenes/main_menu/settings/settings_fps_limit.gd index 1852c11..be19843 100644 --- a/scenes/main_menu/settings/settings_fps_limit.gd +++ b/scenes/main_menu/settings/settings_fps_limit.gd @@ -1,4 +1,5 @@ extends VBoxContainer +## FPS limit settings @onready var fps_limit_slider = $FPSLimitSlider @onready var fps_limit_label = $FPSLimitLabel diff --git a/scenes/main_menu/settings/settings_fps_overlay.gd b/scenes/main_menu/settings/settings_fps_overlay.gd index 119abc4..51bacba 100644 --- a/scenes/main_menu/settings/settings_fps_overlay.gd +++ b/scenes/main_menu/settings/settings_fps_overlay.gd @@ -1,4 +1,5 @@ extends HBoxContainer +## FPS Overlay settings @onready var fps_overlay_checkbox = $FPSOverlayCheckBox diff --git a/scenes/main_menu/settings/slider_setting.gd b/scenes/main_menu/settings/slider_setting.gd index 3972535..be12ee6 100644 --- a/scenes/main_menu/settings/slider_setting.gd +++ b/scenes/main_menu/settings/slider_setting.gd @@ -1,8 +1,9 @@ @tool extends Node +## A component to make settings options -signal change_value(value) -signal toggle_checkbox(value) +signal change_value(value: float) +signal toggle_checkbox(value: bool) @export var label_text := "Label": set(new_value): @@ -44,11 +45,11 @@ signal toggle_checkbox(value) @onready var slider = $Slider -func _on_spin_box_value_changed(new_value): +func _on_spin_box_value_changed(new_value: float) -> void: value = new_value -func _on_slider_value_changed(new_value): +func _on_slider_value_changed(new_value: float) -> void: value = new_value -func _on_check_box_toggled(button_pressed): +func _on_check_box_toggled(button_pressed: bool) -> void: toggle_checkbox.emit(button_pressed)