refactor: Whitespace removal from all .gd files (#494)
Co-authored-by: Balloonpopper <balloonpopper@git.com>
This commit is contained in:
@@ -1,10 +1,10 @@
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extends Node2D
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# This scenes purpose is to help determining the angles between X and Y axis
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# This scenes purpose is to help determining the angles between X and Y axis
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# when clicking somewhere on the screen.
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# Let us consider that player position is always 0,0.
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# Let us consider that player position is always 0,0.
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# Clicking right above his head is angle 0.
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# Clicking on the right is angle 90.
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# Clicking on the right is angle 90.
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# Clicking under his feet is angle 180.
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# etc.
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@@ -28,7 +28,7 @@ enum Directions {
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const starting_angles = [
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0, # 0 NORTH
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PI/4, # 1 NORTHEAST
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PI/2, # 2 EAST
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PI/2, # 2 EAST
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3*PI/4, # 3 SOUTHEAST
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PI, # 4 SOUTH
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5*PI/4, # 5 SOUTHWEST
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@@ -39,7 +39,7 @@ const starting_angles = [
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var colors = [
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ColorN("red"), # 0 NORTH
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ColorN("green"), # 1 NORTHEAST
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ColorN("blue"), # 2 EAST
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ColorN("blue"), # 2 EAST
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ColorN("black"), # 3 SOUTHEAST
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ColorN("yellow"), # 4 SOUTH
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ColorN("cyan"), # 5 SOUTHWEST
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@@ -109,8 +109,8 @@ func _ready():
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$player_animations.add_item("")
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for anim_name in $player.get_animation_player().get_animations():
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$player_animations.add_item(anim_name)
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# Set initial angles
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# Set initial angles
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var initial_angle: float = 360.0 / 8.0
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$VBoxContainer/angle_x/angle_horiz.text = str(40)
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$VBoxContainer/angle_y/angle_vert.text = str(40)
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@@ -118,7 +118,7 @@ func _ready():
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angle_horizontal_axes = 40
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angle_vertical_axes = 40
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angle_diagonal_axes = 50
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calculate_areas()
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@@ -148,17 +148,17 @@ func calculate_areas(nb_directions: int = 8):
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angle_area = deg2rad(angle_vertical_axes)
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Directions.NORTHEAST,Directions.NORTHWEST,Directions.SOUTHEAST,Directions.SOUTHWEST:
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angle_area = deg2rad(angle_diagonal_axes)
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# Since angles start from EAST, offset by -PI/2 (= -90°) to start on up direction
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# Then minus angle_area/2 to align on direction
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start_angle = PI/2 + angle_area / 2
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var angle_start = starting_angles[i] - start_angle
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var angle_end = angle_start + angle_area
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angles.push_back([angle_start, angle_end])
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result_angles.push_back([clamp360(rad2deg(angle_start) + rad2deg(PI/2)),clamp360(rad2deg(angle_area))])
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$VBoxContainer/VBoxContainer/angles/angle_array.text = str(result_angles)
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construct_scene_nodes(angles)
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@@ -184,7 +184,7 @@ func construct_scene_nodes(angles):
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collision_shape.points = p_points
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collision.set_shape(collision_shape)
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area_node.add_child(collision)
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$areas.add_child(polygon_node)
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@@ -195,7 +195,7 @@ func _on_angle_horiz_text_changed(new_text: String):
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# result_angles_anim.Directions.EAST.angle_area_deg = clamp360(angle_horizontal_axes)
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# result_angles_anim.Directions.WEST.angle_area_deg = clamp360(angle_horizontal_axes)
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calculate_areas()
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func _on_angle_vert_text_changed(new_text: String):
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if !new_text.is_valid_float():
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@@ -220,7 +220,7 @@ func _on_angle_diag_text_changed(new_text: String):
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func _on_area_click(viewport: Object, event: InputEvent, shape_idx: int, area_name: String):
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if event is InputEventMouseButton and event.is_pressed():
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pass
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func clamp360(angle: float):
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if angle < 0.0:
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while angle < 0.0:
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@@ -16,7 +16,7 @@ const MAX_HEIGHT = 500
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func _ready():
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assert(!path_to_richtextlabel.is_empty())
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$VBoxContainer/HBoxContainer/clamp_distance.text = str(global_distance_to_clamp)
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# Add a white TextureRect behind the RTL to see its actual size
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var texturerect_node = TextureRect.new()
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get_node(path_to_richtextlabel).add_child(texturerect_node)
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@@ -29,7 +29,7 @@ func _ready():
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texturerect_node.anchor_right = 1.0
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texturerect_node.anchor_bottom = 1.0
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move_child(get_node(path_to_richtextlabel), 1)
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update_line2d()
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_on_new_text_pressed()
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set_process_input(true)
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@@ -56,7 +56,7 @@ func update_line2d():
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$Line2D.add_point(Vector2(screen_width - global_distance_to_clamp, screen_height - global_distance_to_clamp))
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$Line2D.add_point(Vector2(screen_width - global_distance_to_clamp, global_distance_to_clamp))
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$Line2D.add_point(Vector2(global_distance_to_clamp, global_distance_to_clamp))
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func _on_new_text_pressed():
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var pressed_button = $HBoxContainer2/foo.group.get_pressed_button()
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@@ -79,18 +79,18 @@ func tooltip_distance_to_edge_right(position: Vector2):
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func _on_Control_mouse_moved(mouse_pos):
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# printt("mousepos", mouse_pos)
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# printt("label_container_pos", rect_position)
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#var corrected_position = _offset(new_pos)
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var corrected_position = mouse_pos
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# clamp TOP
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if tooltip_distance_to_edge_top(mouse_pos) <= global_distance_to_clamp:
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corrected_position.y = global_distance_to_clamp
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# clamp BOTTOM
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if tooltip_distance_to_edge_bottom(mouse_pos + get_node(path_to_richtextlabel).rect_size) <= global_distance_to_clamp:
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corrected_position.y = screen_height - global_distance_to_clamp - get_node(path_to_richtextlabel).rect_size.y
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# clamp LEFT
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if tooltip_distance_to_edge_left(mouse_pos - get_node(path_to_richtextlabel).rect_size/2) <= global_distance_to_clamp:
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corrected_position.x = global_distance_to_clamp
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@@ -98,7 +98,7 @@ func _on_Control_mouse_moved(mouse_pos):
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# clamp RIGHT
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if tooltip_distance_to_edge_right(mouse_pos + get_node(path_to_richtextlabel).rect_size/2) <= global_distance_to_clamp:
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corrected_position.x = screen_width - global_distance_to_clamp - get_node(path_to_richtextlabel).rect_size.x
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get_node(path_to_richtextlabel).anchor_right = 0.2
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get_node(path_to_richtextlabel).rect_position = corrected_position
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@@ -115,7 +115,7 @@ func _on_clamp_distance_text_changed(new_text):
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func _offset(position):
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var center_offset_x = rect_size.x / 2
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var offset_y = 5
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position.x -= center_offset_x
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position.y += offset_y
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return position
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@@ -129,14 +129,14 @@ func update_size():
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var content_height = rtl_node.get_content_height()
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var nb_visible_characters = rtl_node.visible_characters
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var nb_visible_lines = rtl_node.get_visible_line_count()
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printt("BEFORE", "text_height", content_height, "rtl_height", rtl_node.rect_size.y)
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# if text is too long and is wrapped
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# var nblines = float(rtl_node.get_content_height()) / float(ONE_LINE_HEIGHT)
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var nblines = nb_visible_lines
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if nblines >= 1:
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yield(get_tree(), "idle_frame")
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yield(get_tree(), "idle_frame")
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var text_height = rtl_node.get_content_height()
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@@ -144,20 +144,20 @@ func update_size():
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text_height = MAX_HEIGHT
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if text_height <= MIN_HEIGHT:
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text_height = MIN_HEIGHT
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var parent_width = rtl_node.rect_size.x
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# first, try to increase width until it goes above max_width
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while parent_width < max_width && float(text_height) / float(ONE_LINE_HEIGHT) > 1.0:
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rtl_node.rect_size.x += 1
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parent_width = rtl_node.rect_size.x
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rtl_node.rect_size.y = text_height
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if rtl_node.rect_size.x >= max_width:
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rtl_node.rect_size.x = max_width
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## END RECT_SIZE ##
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rtl_node.anchor_top = 0.0
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rtl_node.anchor_right = 0.0
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