Fix GDScript code style regarding colon (demos)

This commit is contained in:
Danil Alexeev
2023-03-05 16:39:34 +03:00
parent 3696e43696
commit 285139fc4e
20 changed files with 45 additions and 45 deletions

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@@ -51,8 +51,8 @@ var _tests = [
"path": "res://tests/performance/test_perf_contacts.tscn",
},
{
"id" : "Performance Tests/Contact Islands",
"path" : "res://tests/performance/test_perf_contact_islands.tscn",
"id": "Performance Tests/Contact Islands",
"path": "res://tests/performance/test_perf_contact_islands.tscn",
},
]

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@@ -26,7 +26,7 @@ const OPTION_MOVE_CHARACTER_CONSTANT_SPEED = "Move Options/Use constant speed (C
@export var _jump_force = 1000.0
@export var _snap_distance = 0.0
@export var _floor_max_angle = 45.0
@export var _body_type : E_BodyType = 0
@export var _body_type: E_BodyType = 0
@onready var options = $Options
@@ -35,12 +35,12 @@ var _use_stop_on_slope = true
var _use_floor_only = true
var _use_constant_speed = false
var _body_parent : Node = null
var _body_parent: Node = null
var _character_body_template = null
var _character_body_ray_template = null
var _rigid_body_template = null
var _rigid_body_ray_template = null
var _moving_body : PhysicsBody2D = null
var _moving_body: PhysicsBody2D = null
func _ready():

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@@ -12,7 +12,7 @@ var _test_jump_one_way = false
var _test_jump_one_way_corner = false
var _test_fall_one_way = false
var _extra_body : PhysicsBody2D = null
var _extra_body: PhysicsBody2D = null
var _failed_reason = ""

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@@ -49,10 +49,10 @@ const TEST_ALL_ANGLES_MAX = 344.0
var _rigid_body_template = null
var _character_body_template = null
var _moving_body : PhysicsBody2D = null
var _moving_body: PhysicsBody2D = null
var _platform_template = null
var _platform_body : PhysicsBody2D = null
var _platform_body: PhysicsBody2D = null
var _platform_velocity = Vector2.ZERO
@onready var _target_area = $TargetArea2D

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@@ -9,7 +9,7 @@ class TestData:
var _test_list = []
var _current_test = null
var _current_test_scene : Node = null
var _current_test_scene: Node = null
func _ready():

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@@ -1,5 +1,5 @@
{
"dialog_1" : {"name": "Unknown", "text": "Hey, it's a good time to have a JRPG fight, right?"},
"dialog_2" : {"name": "Unknown", "text": "Let me introduce myself, I'm the OPPONENT"},
"dialog_3" : {"name": "Opponent", "text": "Enough talking. Let's fight!"},
"dialog_1": {"name": "Unknown", "text": "Hey, it's a good time to have a JRPG fight, right?"},
"dialog_2": {"name": "Unknown", "text": "Let me introduce myself, I'm the OPPONENT"},
"dialog_3": {"name": "Opponent", "text": "Enough talking. Let's fight!"},
}

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@@ -1,3 +1,3 @@
{
"dialog_1" : {"name":"Player", "text":"Just some object..." }
"dialog_1": {"name": "Player", "text": "Just some object..."}
}

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@@ -1,3 +1,3 @@
{
"dialog_1" : {"name": "Opponent", "text": "Aha! I won, maybe you can try again next time"}
"dialog_1": {"name": "Opponent", "text": "Aha! I won, maybe you can try again next time"}
}

View File

@@ -1,3 +1,3 @@
{
"dialog_1" : {"name": "Opponent", "text": "Congratulations, you won!"}
"dialog_1": {"name": "Opponent", "text": "Congratulations, you won!"}
}

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@@ -461,7 +461,7 @@ uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
void vertex() {

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@@ -88,7 +88,7 @@ func update_gui():
func _on_bg_item_selected(index):
var sky_material : PanoramaSkyMaterial = $WorldEnvironment.environment.sky.sky_material
var sky_material: PanoramaSkyMaterial = $WorldEnvironment.environment.sky.sky_material
sky_material.panorama = load(backgrounds[index].path)

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@@ -55,8 +55,8 @@ var _tests = [
"path": "res://tests/performance/test_perf_contacts.tscn",
},
{
"id" : "Performance Tests/Contact Islands",
"path" : "res://tests/performance/test_perf_contact_islands.tscn",
"id": "Performance Tests/Contact Islands",
"path": "res://tests/performance/test_perf_contact_islands.tscn",
},
]

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@@ -25,7 +25,7 @@ var _body_scene = {}
var _key_list = []
var _current_body_index = 0
var _current_body_key = ""
var _current_body : PhysicsBody3D = null
var _current_body: PhysicsBody3D = null
var _body_type = ["CharacterBody3D", "RigidBody"]
var _shapes = {}

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@@ -9,7 +9,7 @@ class TestData:
var _test_list = []
var _current_test = null
var _current_test_scene : Node = null
var _current_test_scene: Node = null
func _ready():

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@@ -1,7 +1,7 @@
extends Node
@export
var motion = Vector2() :
var motion = Vector2():
set(value):
# This will be sent by players, make sure values are within limits.
motion = clamp(value, Vector2(-1, -1), Vector2(1, 1))

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@@ -1,6 +1,6 @@
extends Control
@onready var _client : WebSocketClient = $WebSocketClient
@onready var _client: WebSocketClient = $WebSocketClient
@onready var _log_dest = $Panel/VBoxContainer/RichTextLabel
@onready var _line_edit = $Panel/VBoxContainer/Send/LineEdit
@onready var _host = $Panel/VBoxContainer/Connect/Host

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@@ -1,6 +1,6 @@
extends Control
@onready var _server : WebSocketServer = $WebSocketServer
@onready var _server: WebSocketServer = $WebSocketServer
@onready var _log_dest = $Panel/VBoxContainer/RichTextLabel
@onready var _line_edit = $Panel/VBoxContainer/Send/LineEdit
@onready var _listen_port = $Panel/VBoxContainer/Connect/Port
@@ -12,13 +12,13 @@ func info(msg):
# Server signals
func _on_web_socket_server_client_connected(peer_id):
var peer : WebSocketPeer = _server.peers[peer_id]
var peer: WebSocketPeer = _server.peers[peer_id]
info("Remote client connected: %d. Protocol: %s" % [peer_id, peer.get_selected_protocol()])
_server.send(-peer_id, "[%d] connected" % peer_id)
func _on_web_socket_server_client_disconnected(peer_id):
var peer : WebSocketPeer = _server.peers[peer_id]
var peer: WebSocketPeer = _server.peers[peer_id]
info("Remote client disconnected: %d. Code: %d, Reason: %s" % [peer_id, peer.get_close_code(), peer.get_close_reason()])
_server.send(-peer_id, "[%d] disconnected" % peer_id)

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@@ -1,9 +1,9 @@
extends Node
class_name WebSocketClient
@export var handshake_headers : PackedStringArray
@export var supported_protocols : PackedStringArray
@export var tls_trusted_certificate : X509Certificate
@export var handshake_headers: PackedStringArray
@export var supported_protocols: PackedStringArray
@export var tls_trusted_certificate: X509Certificate
@export var tls_verify := true

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@@ -1,27 +1,27 @@
extends Node
class_name WebSocketServer
signal message_received(peer_id : int, message)
signal client_connected(peer_id : int)
signal client_disconnected(peer_id : int)
signal message_received(peer_id: int, message)
signal client_connected(peer_id: int)
signal client_disconnected(peer_id: int)
@export var handshake_headers := PackedStringArray()
@export var supported_protocols : PackedStringArray
@export var supported_protocols: PackedStringArray
@export var handshake_timout := 3000
@export var use_tls := false
@export var tls_cert : X509Certificate
@export var tls_key : CryptoKey
@export var refuse_new_connections := false :
@export var tls_cert: X509Certificate
@export var tls_key: CryptoKey
@export var refuse_new_connections := false:
set(refuse):
if refuse:
pending_peers.clear()
class PendingPeer:
var connect_time : int
var tcp : StreamPeerTCP
var connection : StreamPeer
var ws : WebSocketPeer
var connect_time: int
var tcp: StreamPeerTCP
var connection: StreamPeer
var ws: WebSocketPeer
func _init(p_tcp: StreamPeerTCP):
tcp = p_tcp
@@ -30,11 +30,11 @@ class PendingPeer:
var tcp_server := TCPServer.new()
var pending_peers : Array[PendingPeer] = []
var peers : Dictionary
var pending_peers: Array[PendingPeer] = []
var peers: Dictionary
func listen(port : int) -> int:
func listen(port: int) -> int:
assert(not tcp_server.is_listening())
return tcp_server.listen(port)
@@ -107,7 +107,7 @@ func poll() -> void:
pending_peers.erase(r)
to_remove.clear()
for id in peers:
var p : WebSocketPeer = peers[id]
var p: WebSocketPeer = peers[id]
var packets = p.get_available_packet_count()
p.poll()
if p.get_ready_state() != WebSocketPeer.STATE_OPEN:

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@@ -67,4 +67,4 @@ func _import(source_file, save_path, options, r_platform_variants, r_gen_files):
material.albedo_color = color
return ResourceSaver.save(material ,"%s.%s" % [save_path, _get_save_extension()])
return ResourceSaver.save(material, "%s.%s" % [save_path, _get_save_extension()])