diff --git a/2d/dodge_the_creeps/Player.gd b/2d/dodge_the_creeps/Player.gd index 2a8998e2..5565c822 100644 --- a/2d/dodge_the_creeps/Player.gd +++ b/2d/dodge_the_creeps/Player.gd @@ -12,13 +12,13 @@ func _ready(): func _process(delta): var velocity = Vector2.ZERO # The player's movement vector. - if Input.is_action_pressed("move_right"): + if Input.is_action_pressed(&"move_right"): velocity.x += 1 - if Input.is_action_pressed("move_left"): + if Input.is_action_pressed(&"move_left"): velocity.x -= 1 - if Input.is_action_pressed("move_down"): + if Input.is_action_pressed(&"move_down"): velocity.y += 1 - if Input.is_action_pressed("move_up"): + if Input.is_action_pressed(&"move_up"): velocity.y -= 1 if velocity.length() > 0: diff --git a/2d/finite_state_machine/player/states/motion/on_ground/move.gd b/2d/finite_state_machine/player/states/motion/on_ground/move.gd index 36ba9482..5bdca0d2 100644 --- a/2d/finite_state_machine/player/states/motion/on_ground/move.gd +++ b/2d/finite_state_machine/player/states/motion/on_ground/move.gd @@ -22,7 +22,7 @@ func update(_delta): emit_signal("finished", "idle") update_look_direction(input_direction) - if Input.is_action_pressed("run"): + if Input.is_action_pressed(&"run"): speed = max_run_speed else: speed = max_walk_speed diff --git a/2d/kinematic_character/player/player.gd b/2d/kinematic_character/player/player.gd index aa1dc950..b9869ead 100644 --- a/2d/kinematic_character/player/player.gd +++ b/2d/kinematic_character/player/player.gd @@ -30,5 +30,5 @@ func _physics_process(delta): move_and_slide() # Check for jumping. is_on_floor() must be called after movement code. - if is_on_floor() and Input.is_action_just_pressed("jump"): + if is_on_floor() and Input.is_action_just_pressed(&"jump"): velocity.y = -JUMP_SPEED diff --git a/2d/physics_platformer/player/player.gd b/2d/physics_platformer/player/player.gd index 9dcac2fb..14abc8b1 100644 --- a/2d/physics_platformer/player/player.gd +++ b/2d/physics_platformer/player/player.gd @@ -62,11 +62,11 @@ func _integrate_forces(s): var new_siding_left = siding_left # Get player input. - var move_left = Input.is_action_pressed("move_left") - var move_right = Input.is_action_pressed("move_right") - var jump = Input.is_action_pressed("jump") - var shoot = Input.is_action_pressed("shoot") - var spawn = Input.is_action_pressed("spawn") + var move_left = Input.is_action_pressed(&"move_left") + var move_right = Input.is_action_pressed(&"move_right") + var jump = Input.is_action_pressed(&"jump") + var shoot = Input.is_action_pressed(&"shoot") + var spawn = Input.is_action_pressed(&"spawn") if spawn: call_deferred("_spawn_enemy_above") diff --git a/2d/physics_tests/tests/functional/test_one_way_collision.gd b/2d/physics_tests/tests/functional/test_one_way_collision.gd index f70c78da..4a108759 100644 --- a/2d/physics_tests/tests/functional/test_one_way_collision.gd +++ b/2d/physics_tests/tests/functional/test_one_way_collision.gd @@ -105,7 +105,7 @@ func _ready(): func _process(_delta): if not Engine.is_editor_hint(): - if Input.is_action_just_pressed("ui_accept"): + if Input.is_action_just_pressed(&"ui_accept"): await _reset_test(false) diff --git a/2d/physics_tests/tests_menu.gd b/2d/physics_tests/tests_menu.gd index 958d1847..a428c253 100644 --- a/2d/physics_tests/tests_menu.gd +++ b/2d/physics_tests/tests_menu.gd @@ -17,7 +17,7 @@ func _ready(): func _process(_delta): - if Input.is_action_just_pressed("restart_test"): + if Input.is_action_just_pressed(&"restart_test"): if _current_test: _start_test(_current_test) diff --git a/2d/physics_tests/utils/characterbody_controller.gd b/2d/physics_tests/utils/characterbody_controller.gd index d4f5dc1f..60c3fd87 100644 --- a/2d/physics_tests/utils/characterbody_controller.gd +++ b/2d/physics_tests/utils/characterbody_controller.gd @@ -27,12 +27,12 @@ func _physics_process(_delta): _velocity.x = 0.0 # Handle horizontal controls. - if Input.is_action_pressed("character_left"): + if Input.is_action_pressed(&"character_left"): if position.x > 0.0: _velocity.x = -_motion_speed _keep_velocity = false _constant_velocity = Vector2.ZERO - elif Input.is_action_pressed("character_right"): + elif Input.is_action_pressed(&"character_right"): if position.x < 1024.0: _velocity.x = _motion_speed _keep_velocity = false @@ -40,7 +40,7 @@ func _physics_process(_delta): # Handle jump controls and gravity. if is_on_floor(): - if not _jumping and Input.is_action_just_pressed("character_jump"): + if not _jumping and Input.is_action_just_pressed(&"character_jump"): # Start jumping. _jumping = true _velocity.y = -_jump_force diff --git a/2d/physics_tests/utils/rigidbody_controller.gd b/2d/physics_tests/utils/rigidbody_controller.gd index 4e3fa97f..1616686c 100644 --- a/2d/physics_tests/utils/rigidbody_controller.gd +++ b/2d/physics_tests/utils/rigidbody_controller.gd @@ -27,12 +27,12 @@ func _physics_process(_delta): _velocity.x = 0.0 # Handle horizontal controls. - if Input.is_action_pressed("character_left"): + if Input.is_action_pressed(&"character_left"): if position.x > 0.0: _velocity.x = -_motion_speed _keep_velocity = false _constant_velocity = Vector2.ZERO - elif Input.is_action_pressed("character_right"): + elif Input.is_action_pressed(&"character_right"): if position.x < 1024.0: _velocity.x = _motion_speed _keep_velocity = false @@ -40,7 +40,7 @@ func _physics_process(_delta): # Handle jump controls and gravity. if is_on_floor(): - if not _jumping and Input.is_action_just_pressed("character_jump"): + if not _jumping and Input.is_action_just_pressed(&"character_jump"): # Start jumping. _jumping = true _velocity.y = -_jump_force diff --git a/2d/physics_tests/utils/system.gd b/2d/physics_tests/utils/system.gd index 3ec03167..c443332b 100644 --- a/2d/physics_tests/utils/system.gd +++ b/2d/physics_tests/utils/system.gd @@ -25,13 +25,13 @@ func _enter_tree(): func _process(_delta): - if Input.is_action_just_pressed("toggle_full_screen"): + if Input.is_action_just_pressed(&"toggle_full_screen"): if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) - if Input.is_action_just_pressed("toggle_debug_collision"): + if Input.is_action_just_pressed(&"toggle_debug_collision"): var debug_collision_enabled = not _is_debug_collision_enabled() _set_debug_collision_enabled(debug_collision_enabled) if debug_collision_enabled: @@ -39,10 +39,10 @@ func _process(_delta): else: Log.print_log("Debug Collision OFF") - if Input.is_action_just_pressed("toggle_pause"): + if Input.is_action_just_pressed(&"toggle_pause"): get_tree().paused = not get_tree().paused - if Input.is_action_just_pressed("exit"): + if Input.is_action_just_pressed(&"exit"): get_tree().quit() diff --git a/2d/skeleton/player/player.gd b/2d/skeleton/player/player.gd index 3b091573..adf0ef4a 100644 --- a/2d/skeleton/player/player.gd +++ b/2d/skeleton/player/player.gd @@ -33,7 +33,7 @@ func _physics_process(delta): no_move_horizontal_time -= delta else: velocity.x = (Input.get_axis(&"move_left", &"move_right")) * speed.x - if Input.is_action_pressed("walk"): + if Input.is_action_pressed(&"walk"): velocity.x *= 0.2 #warning-ignore:return_value_discarded # TODO: This information should be set to the CharacterBody properties instead of arguments: , Vector2.UP @@ -58,7 +58,7 @@ func _physics_process(delta): elif falling_slow: $AnimationTree["parameters/land/active"] = true falling_slow = false - if Input.is_action_just_pressed("jump"): + if Input.is_action_just_pressed(&"jump"): $AnimationTree["parameters/jump/active"] = true velocity.y = -speed.y if abs(velocity.x) > 50: diff --git a/3d/ik/addons/sade/ik_fabrik.gd b/3d/ik/addons/sade/ik_fabrik.gd index 87959dd9..f6756610 100644 --- a/3d/ik/addons/sade/ik_fabrik.gd +++ b/3d/ik/addons/sade/ik_fabrik.gd @@ -71,7 +71,7 @@ func _ready(): if get_tree().edited_scene_root != null: target.set_owner(get_tree().edited_scene_root) - target.name = "Target" + target.name = &"Target" else: target = $Target @@ -89,7 +89,7 @@ func _ready(): if get_tree().edited_scene_root != null: middle_joint_target.set_owner(get_tree().edited_scene_root) - middle_joint_target.name = "MiddleJoint" + middle_joint_target.name = &"MiddleJoint" else: middle_joint_target = get_node(^"MiddleJoint") @@ -366,7 +366,7 @@ func _make_editor_sphere_at_node(node, color): # Add it as our child, and name it var indicator = MeshInstance3D.new() node.add_child(indicator) - indicator.name = "(EditorOnly) Visual indicator" + indicator.name = &"(EditorOnly) Visual indicator" # We need to make a mesh for the mesh instance. # The code below makes a small sphere mesh diff --git a/3d/ik/addons/sade/ik_look_at.gd b/3d/ik/addons/sade/ik_look_at.gd index 343c180a..f316cfc0 100644 --- a/3d/ik/addons/sade/ik_look_at.gd +++ b/3d/ik/addons/sade/ik_look_at.gd @@ -142,7 +142,7 @@ func _setup_for_editor(): # add it as a child of this node, and name it. _editor_indicator = MeshInstance3D.new() add_child(_editor_indicator) - _editor_indicator.name = "(EditorOnly) Visual indicator" + _editor_indicator.name = &"(EditorOnly) Visual indicator" # Make a sphere mesh for the MeshInstance3D var indicator_mesh = SphereMesh.new() diff --git a/3d/ik/fps/example_player.gd b/3d/ik/fps/example_player.gd index 68660d50..b3e74338 100644 --- a/3d/ik/fps/example_player.gd +++ b/3d/ik/fps/example_player.gd @@ -87,7 +87,7 @@ func process_input(delta): if Input.is_key_pressed(KEY_RIGHT) or Input.is_key_pressed(KEY_D): dir += cam_xform.basis[0] - if Input.is_action_just_pressed("ui_cancel"): + if Input.is_action_just_pressed(&"ui_cancel"): if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) else: diff --git a/3d/kinematic_character/player/cubio.gd b/3d/kinematic_character/player/cubio.gd index d247e274..dc37adb8 100644 --- a/3d/kinematic_character/player/cubio.gd +++ b/3d/kinematic_character/player/cubio.gd @@ -11,9 +11,9 @@ const DECELERATION = 4 var velocity: Vector3 func _physics_process(delta): - if Input.is_action_just_pressed("exit"): + if Input.is_action_just_pressed(&"exit"): get_tree().quit() - if Input.is_action_just_pressed("reset_position"): + if Input.is_action_just_pressed(&"reset_position"): position = start_position var dir = Vector3() @@ -55,7 +55,7 @@ func _physics_process(delta): # TODO: This information should be set to the CharacterBody properties instead of arguments. # Jumping code. is_on_floor() must come after move_and_slide(). - if is_on_floor() and Input.is_action_pressed("jump"): + if is_on_floor() and Input.is_action_pressed(&"jump"): velocity.y = JUMP_SPEED diff --git a/3d/physics_tests/tests_menu.gd b/3d/physics_tests/tests_menu.gd index 16290d7c..7e71c916 100644 --- a/3d/physics_tests/tests_menu.gd +++ b/3d/physics_tests/tests_menu.gd @@ -17,7 +17,7 @@ func _ready(): func _process(_delta): - if Input.is_action_just_pressed("restart_test"): + if Input.is_action_just_pressed(&"restart_test"): if _current_test: _start_test(_current_test) diff --git a/3d/physics_tests/utils/system.gd b/3d/physics_tests/utils/system.gd index 70e7704b..e74b5c8c 100644 --- a/3d/physics_tests/utils/system.gd +++ b/3d/physics_tests/utils/system.gd @@ -28,13 +28,13 @@ func _enter_tree(): func _process(_delta): - if Input.is_action_just_pressed("toggle_full_screen"): + if Input.is_action_just_pressed(&"toggle_full_screen"): if DisplayServer.window_get_mode() == DisplayServer.WINDOW_MODE_FULLSCREEN: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) - if Input.is_action_just_pressed("toggle_debug_collision"): + if Input.is_action_just_pressed(&"toggle_debug_collision"): var debug_collision_enabled = not _is_debug_collision_enabled() _set_debug_collision_enabled(debug_collision_enabled) if debug_collision_enabled: @@ -42,10 +42,10 @@ func _process(_delta): else: Log.print_log("Debug Collision OFF") - if Input.is_action_just_pressed("toggle_pause"): + if Input.is_action_just_pressed(&"toggle_pause"): get_tree().paused = not get_tree().paused - if Input.is_action_just_pressed("exit"): + if Input.is_action_just_pressed(&"exit"): get_tree().quit() diff --git a/3d/platformer/player/player.gd b/3d/platformer/player/player.gd index 32121a71..89406d96 100644 --- a/3d/platformer/player/player.gd +++ b/3d/platformer/player/player.gd @@ -49,8 +49,8 @@ func _physics_process(delta): dir.y = 0 dir = dir.normalized() - var jump_attempt = Input.is_action_pressed("jump") - var shoot_attempt = Input.is_action_pressed("shoot") + var jump_attempt = Input.is_action_pressed(&"jump") + var shoot_attempt = Input.is_action_pressed(&"shoot") if is_on_floor(): var sharp_turn = hspeed > 0.1 and rad2deg(acos(dir.dot(hdir))) > SHARP_TURN_THRESHOLD diff --git a/3d/rigidbody_character/player/cubio.gd b/3d/rigidbody_character/player/cubio.gd index 5502acff..014ddc88 100644 --- a/3d/rigidbody_character/player/cubio.gd +++ b/3d/rigidbody_character/player/cubio.gd @@ -5,9 +5,9 @@ extends RigidDynamicBody3D @onready var start_position = position func _physics_process(_delta): - if Input.is_action_just_pressed("exit"): + if Input.is_action_just_pressed(&"exit"): get_tree().quit() - if Input.is_action_just_pressed("reset_position"): + if Input.is_action_just_pressed(&"reset_position"): position = start_position return @@ -24,7 +24,7 @@ func _physics_process(_delta): apply_central_impulse(dir.normalized() / 10) # Jumping code. - if on_ground() and Input.is_action_pressed("jump"): + if on_ground() and Input.is_action_pressed(&"jump"): apply_central_impulse(Vector3.UP) diff --git a/3d/truck_town/car_select.gd b/3d/truck_town/car_select.gd index 6af7f53f..68fb4af0 100644 --- a/3d/truck_town/car_select.gd +++ b/3d/truck_town/car_select.gd @@ -3,13 +3,13 @@ extends Control var town = null func _process(_delta): - if Input.is_action_just_pressed("back"): + if Input.is_action_just_pressed(&"back"): _on_Back_pressed() func _load_scene(car): var tt = load(car).instantiate() - tt.set_name("car") + tt.name = &"car" town = load("res://town_scene.tscn").instantiate() town.get_node(^"InstancePos").add_child(tt) town.get_node(^"Back").connect(&"pressed", self._on_Back_pressed) diff --git a/3d/truck_town/vehicle.gd b/3d/truck_town/vehicle.gd index 0b6f8bee..07e9cd81 100644 --- a/3d/truck_town/vehicle.gd +++ b/3d/truck_town/vehicle.gd @@ -13,7 +13,7 @@ func _physics_process(delta): steer_target = Input.get_axis(&"turn_right", &"turn_left") steer_target *= STEER_LIMIT - if Input.is_action_pressed("accelerate"): + if Input.is_action_pressed(&"accelerate"): # Increase engine force at low speeds to make the initial acceleration faster. var speed = linear_velocity.length() if speed < 5 and speed != 0: @@ -23,7 +23,7 @@ func _physics_process(delta): else: engine_force = 0 - if Input.is_action_pressed("reverse"): + if Input.is_action_pressed(&"reverse"): # Increase engine force at low speeds to make the initial acceleration faster. if fwd_mps >= -1: var speed = linear_velocity.length() diff --git a/3d/voxel/menu/debug.gd b/3d/voxel/menu/debug.gd index a0a3f7ef..22cb6a0f 100644 --- a/3d/voxel/menu/debug.gd +++ b/3d/voxel/menu/debug.gd @@ -6,7 +6,7 @@ extends Label func _process(_delta): - if Input.is_action_just_pressed("debug"): + if Input.is_action_just_pressed(&"debug"): visible = not visible text = "Position: " + _vector_to_string_appropriate_digits(player.transform.origin) diff --git a/3d/voxel/menu/ingame/pause_menu.gd b/3d/voxel/menu/ingame/pause_menu.gd index 8d886e4c..f4e6c566 100644 --- a/3d/voxel/menu/ingame/pause_menu.gd +++ b/3d/voxel/menu/ingame/pause_menu.gd @@ -9,7 +9,7 @@ extends Control func _process(_delta): - if Input.is_action_just_pressed("pause"): + if Input.is_action_just_pressed(&"pause"): pause.visible = crosshair.visible crosshair.visible = not crosshair.visible options.visible = false diff --git a/3d/voxel/player/player.gd b/3d/voxel/player/player.gd index c64d45f2..07e39c9c 100644 --- a/3d/voxel/player/player.gd +++ b/3d/voxel/player/player.gd @@ -26,15 +26,15 @@ func _process(_delta): # Block selection. var ray_position = raycast.get_collision_point() var ray_normal = raycast.get_collision_normal() - if Input.is_action_just_pressed("pick_block"): + if Input.is_action_just_pressed(&"pick_block"): # Block picking. var block_global_position = Vector3i((ray_position - ray_normal / 2).floor()) _selected_block = voxel_world.get_block_global_position(block_global_position) else: # Block prev/next keys. - if Input.is_action_just_pressed("prev_block"): + if Input.is_action_just_pressed(&"prev_block"): _selected_block -= 1 - if Input.is_action_just_pressed("next_block"): + if Input.is_action_just_pressed(&"next_block"): _selected_block += 1 _selected_block = wrapi(_selected_block, 1, 30) # Set the appropriate texture. @@ -43,8 +43,8 @@ func _process(_delta): # Block breaking/placing. if crosshair.visible and raycast.is_colliding(): - var breaking = Input.is_action_just_pressed("break") - var placing = Input.is_action_just_pressed("place") + var breaking = Input.is_action_just_pressed(&"break") + var placing = Input.is_action_just_pressed(&"place") # Either both buttons were pressed or neither are, so stop. if breaking == placing: return @@ -62,7 +62,7 @@ func _physics_process(delta): camera_effects.dof_blur_far_distance = Settings.fog_distance * 1.5 camera_effects.dof_blur_far_transition = Settings.fog_distance / 8 # Crouching. - var crouching = Input.is_action_pressed("crouch") + var crouching = Input.is_action_pressed(&"crouch") if crouching: head.transform.origin = Vector3(0, 1.2, 0) else: @@ -82,7 +82,7 @@ func _physics_process(delta): move_and_slide() # Jumping, applied next frame. - if is_on_floor() and Input.is_action_pressed("jump"): + if is_on_floor() and Input.is_action_pressed(&"jump"): velocity.y = 5 diff --git a/audio/midi_piano/piano.gd b/audio/midi_piano/piano.gd index 9b1d00ed..6cbbc963 100644 --- a/audio/midi_piano/piano.gd +++ b/audio/midi_piano/piano.gd @@ -51,7 +51,7 @@ func _add_placeholder_key(container): var placeholder = Control.new() placeholder.size_flags_horizontal = SIZE_EXPAND_FILL placeholder.mouse_filter = Control.MOUSE_FILTER_IGNORE - placeholder.name = "Placeholder" + placeholder.name = &"Placeholder" container.add_child(placeholder) diff --git a/misc/2.5d/addons/node25d/node_25d.gd b/misc/2.5d/addons/node25d/node_25d.gd index 9861bead..df51dead 100644 --- a/misc/2.5d/addons/node25d/node_25d.gd +++ b/misc/2.5d/addons/node25d/node_25d.gd @@ -113,17 +113,17 @@ func set_view_mode(view_mode_index): # This can be changed or removed in actual games where you only need one view mode. func _check_view_mode(): if not Engine.editor_hint: - if Input.is_action_just_pressed("forty_five_mode"): + if Input.is_action_just_pressed(&"forty_five_mode"): set_view_mode(0) - elif Input.is_action_just_pressed("isometric_mode"): + elif Input.is_action_just_pressed(&"isometric_mode"): set_view_mode(1) - elif Input.is_action_just_pressed("top_down_mode"): + elif Input.is_action_just_pressed(&"top_down_mode"): set_view_mode(2) - elif Input.is_action_just_pressed("front_side_mode"): + elif Input.is_action_just_pressed(&"front_side_mode"): set_view_mode(3) - elif Input.is_action_just_pressed("oblique_y_mode"): + elif Input.is_action_just_pressed(&"oblique_y_mode"): set_view_mode(4) - elif Input.is_action_just_pressed("oblique_z_mode"): + elif Input.is_action_just_pressed(&"oblique_z_mode"): set_view_mode(5) diff --git a/misc/2.5d/assets/cube/cube_math.gd b/misc/2.5d/assets/cube/cube_math.gd index 624ecbef..207281d4 100644 --- a/misc/2.5d/assets/cube/cube_math.gd +++ b/misc/2.5d/assets/cube/cube_math.gd @@ -24,16 +24,16 @@ func _ready(): func _process(delta): - if Input.is_action_pressed("exit"): + if Input.is_action_pressed(&"exit"): get_tree().quit() - if Input.is_action_just_pressed("view_cube_demo"): + if Input.is_action_just_pressed(&"view_cube_demo"): # warning-ignore:return_value_discarded get_tree().change_scene("res://assets/demo_scene.tscn") return if _is_parent_ready: - if Input.is_action_just_pressed("reset_position"): + if Input.is_action_just_pressed(&"reset_position"): transform = Transform3D.IDENTITY else: rotate_x(delta * (Input.get_axis(&"move_forward", &"move_back"))) diff --git a/misc/2.5d/assets/platform/platform_sprite.gd b/misc/2.5d/assets/platform/platform_sprite.gd index 630064d1..0326156f 100644 --- a/misc/2.5d/assets/platform/platform_sprite.gd +++ b/misc/2.5d/assets/platform/platform_sprite.gd @@ -10,17 +10,17 @@ extends Sprite2D func _process(_delta): if not Engine.editor_hint: - if Input.is_action_pressed("forty_five_mode"): + if Input.is_action_pressed(&"forty_five_mode"): set_view_mode(0) - elif Input.is_action_pressed("isometric_mode"): + elif Input.is_action_pressed(&"isometric_mode"): set_view_mode(1) - elif Input.is_action_pressed("top_down_mode"): + elif Input.is_action_pressed(&"top_down_mode"): set_view_mode(2) - elif Input.is_action_pressed("front_side_mode"): + elif Input.is_action_pressed(&"front_side_mode"): set_view_mode(3) - elif Input.is_action_pressed("oblique_y_mode"): + elif Input.is_action_pressed(&"oblique_y_mode"): set_view_mode(4) - elif Input.is_action_pressed("oblique_z_mode"): + elif Input.is_action_pressed(&"oblique_z_mode"): set_view_mode(5) diff --git a/misc/2.5d/assets/player/player_math_25d.gd b/misc/2.5d/assets/player/player_math_25d.gd index 12742b85..8f52f4f0 100644 --- a/misc/2.5d/assets/player/player_math_25d.gd +++ b/misc/2.5d/assets/player/player_math_25d.gd @@ -7,17 +7,17 @@ var isometric_controls := true @onready var _parent_node25d: Node25D = get_parent() func _process(delta): - if Input.is_action_pressed("exit"): + if Input.is_action_pressed(&"exit"): get_tree().quit() - if Input.is_action_just_pressed("view_cube_demo"): + if Input.is_action_just_pressed(&"view_cube_demo"): #warning-ignore:return_value_discarded get_tree().change_scene("res://assets/cube/cube.tscn") return - if Input.is_action_just_pressed("toggle_isometric_controls"): + if Input.is_action_just_pressed(&"toggle_isometric_controls"): isometric_controls = not isometric_controls - if Input.is_action_just_pressed("reset_position"): + if Input.is_action_just_pressed(&"reset_position"): transform = Transform3D(Basis(), Vector3.UP * 10) vertical_speed = 0 else: @@ -35,11 +35,11 @@ func _horizontal_movement(delta): localZ = Vector3(0.70710678118, 0, 0.70710678118) # Gather player input and add directional movement to a Vector3 variable. - var movement_vec2 = Input.get_vector("move_left", "move_right", "move_forward", "move_back") + var movement_vec2 = Input.get_vector(&"move_left", &"move_right", &"move_forward", &"move_back") var move_dir = localX * movement_vec2.x + localZ * movement_vec2.y move_dir = move_dir * delta * 600 - if Input.is_action_pressed("movement_modifier"): + if Input.is_action_pressed(&"movement_modifier"): move_dir /= 2 #warning-ignore:return_value_discarded @@ -49,7 +49,7 @@ func _horizontal_movement(delta): # Checks Jump and applies gravity and vertical speed via move_and_collide. func _vertical_movement(delta): var localY = Vector3.UP - if Input.is_action_just_pressed("jump"): + if Input.is_action_just_pressed(&"jump"): vertical_speed = 1.25 vertical_speed -= delta * 5 # Gravity var k = move_and_collide(localY * vertical_speed) diff --git a/misc/2.5d/assets/player/player_sprite.gd b/misc/2.5d/assets/player/player_sprite.gd index 5a22c73e..949efd16 100644 --- a/misc/2.5d/assets/player/player_sprite.gd +++ b/misc/2.5d/assets/player/player_sprite.gd @@ -30,7 +30,7 @@ func _process(delta): if movement: hframes = 6 texture = _run - if (Input.is_action_pressed("movement_modifier")): + if (Input.is_action_pressed(&"movement_modifier")): delta /= 2 _progress = fmod((_progress + FRAMERATE * delta), 6) frame = _direction * 6 + int(_progress) @@ -72,17 +72,17 @@ func set_view_mode(view_mode_index): # Change the 2D basis of the sprite to try and make it "fit" multiple view modes. func _sprite_basis(): if not Engine.editor_hint: - if Input.is_action_pressed("forty_five_mode"): + if Input.is_action_pressed(&"forty_five_mode"): set_view_mode(0) - elif Input.is_action_pressed("isometric_mode"): + elif Input.is_action_pressed(&"isometric_mode"): set_view_mode(1) - elif Input.is_action_pressed("top_down_mode"): + elif Input.is_action_pressed(&"top_down_mode"): set_view_mode(2) - elif Input.is_action_pressed("front_side_mode"): + elif Input.is_action_pressed(&"front_side_mode"): set_view_mode(3) - elif Input.is_action_pressed("oblique_y_mode"): + elif Input.is_action_pressed(&"oblique_y_mode"): set_view_mode(4) - elif Input.is_action_pressed("oblique_z_mode"): + elif Input.is_action_pressed(&"oblique_z_mode"): set_view_mode(5) @@ -92,25 +92,25 @@ func _check_movement() -> bool: var x := 0 var z := 0 - if Input.is_action_pressed("move_right"): + if Input.is_action_pressed(&"move_right"): x += 1 - if Input.is_action_pressed("move_left"): + if Input.is_action_pressed(&"move_left"): x -= 1 - if Input.is_action_pressed("move_forward"): + if Input.is_action_pressed(&"move_forward"): z -= 1 - if Input.is_action_pressed("move_back"): + if Input.is_action_pressed(&"move_back"): z += 1 # Check for isometric controls and add more to movement accordingly. # For efficiency, only check the X axis since this X axis value isn't used anywhere else. if not _parent_math.isometric_controls and is_equal_approx(Node25D.SCALE * 0.86602540378, _parent_node25d.get_basis()[0].x): - if Input.is_action_pressed("move_right"): + if Input.is_action_pressed(&"move_right"): z += 1 - if Input.is_action_pressed("move_left"): + if Input.is_action_pressed(&"move_left"): z -= 1 - if Input.is_action_pressed("move_forward"): + if Input.is_action_pressed(&"move_forward"): x += 1 - if Input.is_action_pressed("move_back"): + if Input.is_action_pressed(&"move_back"): x -= 1 # Set the direction based on which inputs were pressed. diff --git a/misc/2.5d/assets/shadow/shadow_sprite.gd b/misc/2.5d/assets/shadow/shadow_sprite.gd index c04a1ddf..4704da8c 100644 --- a/misc/2.5d/assets/shadow/shadow_sprite.gd +++ b/misc/2.5d/assets/shadow/shadow_sprite.gd @@ -10,17 +10,17 @@ extends Sprite2D func _process(_delta): if not Engine.editor_hint: - if Input.is_action_pressed("forty_five_mode"): + if Input.is_action_pressed(&"forty_five_mode"): set_view_mode(0) - elif Input.is_action_pressed("isometric_mode"): + elif Input.is_action_pressed(&"isometric_mode"): set_view_mode(1) - elif Input.is_action_pressed("top_down_mode"): + elif Input.is_action_pressed(&"top_down_mode"): set_view_mode(2) - elif Input.is_action_pressed("front_side_mode"): + elif Input.is_action_pressed(&"front_side_mode"): set_view_mode(3) - elif Input.is_action_pressed("oblique_y_mode"): + elif Input.is_action_pressed(&"oblique_y_mode"): set_view_mode(4) - elif Input.is_action_pressed("oblique_z_mode"): + elif Input.is_action_pressed(&"oblique_z_mode"): set_view_mode(5) diff --git a/misc/2.5d/assets/ui/control_hints.gd b/misc/2.5d/assets/ui/control_hints.gd index e234cb40..3b71403e 100644 --- a/misc/2.5d/assets/ui/control_hints.gd +++ b/misc/2.5d/assets/ui/control_hints.gd @@ -1,5 +1,5 @@ extends Control func _process(_delta): - if Input.is_action_just_pressed("toggle_control_hints"): + if Input.is_action_just_pressed(&"toggle_control_hints"): visible = not visible diff --git a/misc/window_management/control.gd b/misc/window_management/control.gd index ff087ddd..feaf3ade 100644 --- a/misc/window_management/control.gd +++ b/misc/window_management/control.gd @@ -68,15 +68,15 @@ func _unhandled_input(event): mousepos = event.position if event is InputEventKey: - if Input.is_action_pressed("mouse_mode_visible"): + if Input.is_action_pressed(&"mouse_mode_visible"): observer.state = observer.STATE_MENU _on_Button_MouseModeVisible_pressed() - if Input.is_action_pressed("mouse_mode_hidden"): + if Input.is_action_pressed(&"mouse_mode_hidden"): observer.state = observer.STATE_MENU _on_Button_MouseModeHidden_pressed() - if Input.is_action_pressed("mouse_mode_captured"): + if Input.is_action_pressed(&"mouse_mode_captured"): _on_Button_MouseModeCaptured_pressed() diff --git a/mono/2.5d/assets/platform/platform_sprite.gd b/mono/2.5d/assets/platform/platform_sprite.gd index ce5b8257..9179736b 100644 --- a/mono/2.5d/assets/platform/platform_sprite.gd +++ b/mono/2.5d/assets/platform/platform_sprite.gd @@ -10,17 +10,17 @@ extends Sprite2D func _process(_delta): if not Engine.editor_hint: - if Input.is_action_pressed("forty_five_mode"): + if Input.is_action_pressed(&"forty_five_mode"): set_view_mode(0) - elif Input.is_action_pressed("isometric_mode"): + elif Input.is_action_pressed(&"isometric_mode"): set_view_mode(1) - elif Input.is_action_pressed("top_down_mode"): + elif Input.is_action_pressed(&"top_down_mode"): set_view_mode(2) - elif Input.is_action_pressed("front_side_mode"): + elif Input.is_action_pressed(&"front_side_mode"): set_view_mode(3) - elif Input.is_action_pressed("oblique_y_mode"): + elif Input.is_action_pressed(&"oblique_y_mode"): set_view_mode(4) - elif Input.is_action_pressed("oblique_z_mode"): + elif Input.is_action_pressed(&"oblique_z_mode"): set_view_mode(5) diff --git a/mono/2.5d/assets/shadow/shadow_sprite.gd b/mono/2.5d/assets/shadow/shadow_sprite.gd index 7d241963..84a65257 100644 --- a/mono/2.5d/assets/shadow/shadow_sprite.gd +++ b/mono/2.5d/assets/shadow/shadow_sprite.gd @@ -10,17 +10,17 @@ extends Sprite2D func _process(_delta): if not Engine.editor_hint: - if Input.is_action_pressed("forty_five_mode"): + if Input.is_action_pressed(&"forty_five_mode"): set_view_mode(0) - elif Input.is_action_pressed("isometric_mode"): + elif Input.is_action_pressed(&"isometric_mode"): set_view_mode(1) - elif Input.is_action_pressed("top_down_mode"): + elif Input.is_action_pressed(&"top_down_mode"): set_view_mode(2) - elif Input.is_action_pressed("front_side_mode"): + elif Input.is_action_pressed(&"front_side_mode"): set_view_mode(3) - elif Input.is_action_pressed("oblique_y_mode"): + elif Input.is_action_pressed(&"oblique_y_mode"): set_view_mode(4) - elif Input.is_action_pressed("oblique_z_mode"): + elif Input.is_action_pressed(&"oblique_z_mode"): set_view_mode(5) diff --git a/mono/2.5d/assets/ui/control_hints.gd b/mono/2.5d/assets/ui/control_hints.gd index e234cb40..3b71403e 100644 --- a/mono/2.5d/assets/ui/control_hints.gd +++ b/mono/2.5d/assets/ui/control_hints.gd @@ -1,5 +1,5 @@ extends Control func _process(_delta): - if Input.is_action_just_pressed("toggle_control_hints"): + if Input.is_action_just_pressed(&"toggle_control_hints"): visible = not visible diff --git a/networking/multiplayer_bomber/player.gd b/networking/multiplayer_bomber/player.gd index 00fc6ed1..1fc13d4f 100644 --- a/networking/multiplayer_bomber/player.gd +++ b/networking/multiplayer_bomber/player.gd @@ -25,16 +25,16 @@ func _physics_process(_delta): var motion = Vector2() if is_network_master(): - if Input.is_action_pressed("move_left"): + if Input.is_action_pressed(&"move_left"): motion += Vector2(-1, 0) - if Input.is_action_pressed("move_right"): + if Input.is_action_pressed(&"move_right"): motion += Vector2(1, 0) - if Input.is_action_pressed("move_up"): + if Input.is_action_pressed(&"move_up"): motion += Vector2(0, -1) - if Input.is_action_pressed("move_down"): + if Input.is_action_pressed(&"move_down"): motion += Vector2(0, 1) - var bombing = Input.is_action_pressed("set_bomb") + var bombing = Input.is_action_pressed(&"set_bomb") if stunned: bombing = false diff --git a/viewport/2d_in_3d/pong.gd b/viewport/2d_in_3d/pong.gd index 219bae85..03561353 100644 --- a/viewport/2d_in_3d/pong.gd +++ b/viewport/2d_in_3d/pong.gd @@ -50,18 +50,18 @@ func _process(delta): # Move left pad. var left_pos = left_paddle.get_position() - if left_pos.y > 0 and Input.is_action_pressed("left_move_up"): + if left_pos.y > 0 and Input.is_action_pressed(&"left_move_up"): left_pos.y += -PAD_SPEED * delta - if left_pos.y < screen_size.y and Input.is_action_pressed("left_move_down"): + if left_pos.y < screen_size.y and Input.is_action_pressed(&"left_move_down"): left_pos.y += PAD_SPEED * delta left_paddle.set_position(left_pos) # Move right pad. var right_pos = right_paddle.get_position() - if right_pos.y > 0 and Input.is_action_pressed("right_move_up"): + if right_pos.y > 0 and Input.is_action_pressed(&"right_move_up"): right_pos.y += -PAD_SPEED * delta - if right_pos.y < screen_size.y and Input.is_action_pressed("right_move_down"): + if right_pos.y < screen_size.y and Input.is_action_pressed(&"right_move_down"): right_pos.y += PAD_SPEED * delta right_paddle.set_position(right_pos)