From d989bf620921611db8e2b48e89bb33e3b9028be5 Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Sun, 28 Mar 2021 20:18:42 -0400 Subject: [PATCH] Use fewer ternary operators and decrease volume of Platformer 2D --- .../player/states/motion/in_air/jump.gd | 10 ++++++++-- .../player/states/motion/on_ground/move.gd | 6 +++++- 2d/platformer/src/Actors/Enemy.gd | 10 ++++++++-- 2d/platformer/src/Actors/Player.gd | 19 +++++++++++++++---- 2d/platformer/src/Level/Music.gd | 2 +- 2d/pong/logic/paddle.gd | 5 ++++- 3d/voxel/menu/ingame/pause_menu.gd | 5 ++++- misc/joypads/remap/remap_wizard.gd | 5 +++-- networking/websocket_chat/utils.gd | 8 ++++++-- 9 files changed, 54 insertions(+), 16 deletions(-) diff --git a/2d/finite_state_machine/player/states/motion/in_air/jump.gd b/2d/finite_state_machine/player/states/motion/in_air/jump.gd index 3723a71c..b316e273 100644 --- a/2d/finite_state_machine/player/states/motion/in_air/jump.gd +++ b/2d/finite_state_machine/player/states/motion/in_air/jump.gd @@ -19,7 +19,10 @@ var height = 0.0 func initialize(speed, velocity): horizontal_speed = speed - max_horizontal_speed = speed if speed > 0.0 else base_max_horizontal_speed + if speed > 0.0: + max_horizontal_speed = speed + else: + max_horizontal_speed = base_max_horizontal_speed enter_velocity = velocity @@ -27,7 +30,10 @@ func enter(): var input_direction = get_input_direction() update_look_direction(input_direction) - horizontal_velocity = enter_velocity if input_direction else Vector2() + if input_direction: + horizontal_velocity = enter_velocity + else: + horizontal_velocity = Vector2() vertical_speed = 600.0 owner.get_node("AnimationPlayer").play("idle") 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 e2ef9dc2..2fa56a40 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 +22,11 @@ func update(_delta): emit_signal("finished", "idle") update_look_direction(input_direction) - speed = max_run_speed if Input.is_action_pressed("run") else max_walk_speed + if Input.is_action_pressed("run"): + speed = max_run_speed + else: + speed = max_walk_speed + var collision_info = move(speed, input_direction) if not collision_info: return diff --git a/2d/platformer/src/Actors/Enemy.gd b/2d/platformer/src/Actors/Enemy.gd index 157eac11..b95ebd70 100644 --- a/2d/platformer/src/Actors/Enemy.gd +++ b/2d/platformer/src/Actors/Enemy.gd @@ -49,7 +49,10 @@ func _physics_process(_delta): _velocity.y = move_and_slide(_velocity, FLOOR_NORMAL).y # We flip the Sprite depending on which way the enemy is moving. - sprite.scale.x = 1 if _velocity.x > 0 else -1 + if _velocity.x > 0: + sprite.scale.x = 1 + else: + sprite.scale.x = -1 var animation = get_new_animation() if animation != animation_player.current_animation: @@ -64,7 +67,10 @@ func destroy(): func get_new_animation(): var animation_new = "" if _state == State.WALKING: - animation_new = "walk" if abs(_velocity.x) > 0 else "idle" + if _velocity.x == 0: + animation_new = "idle" + else: + animation_new = "walk" else: animation_new = "destroy" return animation_new diff --git a/2d/platformer/src/Actors/Player.gd b/2d/platformer/src/Actors/Player.gd index 05653d9d..07ba4019 100644 --- a/2d/platformer/src/Actors/Player.gd +++ b/2d/platformer/src/Actors/Player.gd @@ -51,7 +51,9 @@ func _physics_process(_delta): var is_jump_interrupted = Input.is_action_just_released("jump" + action_suffix) and _velocity.y < 0.0 _velocity = calculate_move_velocity(_velocity, direction, speed, is_jump_interrupted) - var snap_vector = Vector2.DOWN * FLOOR_DETECT_DISTANCE if direction.y == 0.0 else Vector2.ZERO + var snap_vector = Vector2.ZERO + if direction.y == 0.0: + snap_vector = Vector2.DOWN * FLOOR_DETECT_DISTANCE var is_on_platform = platform_detector.is_colliding() _velocity = move_and_slide_with_snap( _velocity, snap_vector, FLOOR_NORMAL, not is_on_platform, 4, 0.9, false @@ -60,7 +62,10 @@ func _physics_process(_delta): # When the character’s direction changes, we want to to scale the Sprite accordingly to flip it. # This will make Robi face left or right depending on the direction you move. if direction.x != 0: - sprite.scale.x = 1 if direction.x > 0 else -1 + if direction.x > 0: + sprite.scale.x = 1 + else: + sprite.scale.x = -1 # We use the sprite's scale to store Robi’s look direction which allows us to shoot # bullets forward. @@ -106,9 +111,15 @@ func calculate_move_velocity( func get_new_animation(is_shooting = false): var animation_new = "" if is_on_floor(): - animation_new = "run" if abs(_velocity.x) > 0.1 else "idle" + if abs(_velocity.x) > 0.1: + animation_new = "run" + else: + animation_new = "idle" else: - animation_new = "falling" if _velocity.y > 0 else "jumping" + if _velocity.y > 0: + animation_new = "falling" + else: + animation_new = "jumping" if is_shooting: animation_new += "_weapon" return animation_new diff --git a/2d/platformer/src/Level/Music.gd b/2d/platformer/src/Level/Music.gd index 9e3c7e52..27de9e3e 100644 --- a/2d/platformer/src/Level/Music.gd +++ b/2d/platformer/src/Level/Music.gd @@ -2,7 +2,7 @@ extends AudioStreamPlayer const DOUBLE_VOLUME_DB = 6 # Do not change. Represents doubling of sound pressure. -export(int) var base_volume_db = -4 +export(int) var base_volume_db = -14 func _ready(): # To avoid AudioStreamPlayer2D sounds playing on top of each other and diff --git a/2d/pong/logic/paddle.gd b/2d/pong/logic/paddle.gd index 87f818a3..ca8128bc 100644 --- a/2d/pong/logic/paddle.gd +++ b/2d/pong/logic/paddle.gd @@ -12,7 +12,10 @@ func _ready(): var n = name.to_lower() _up = n + "_move_up" _down = n + "_move_down" - _ball_dir = 1 if n == "left" else -1 + if n == "left": + _ball_dir = 1 + else: + _ball_dir = -1 func _process(delta): diff --git a/3d/voxel/menu/ingame/pause_menu.gd b/3d/voxel/menu/ingame/pause_menu.gd index a84196e0..374118d2 100644 --- a/3d/voxel/menu/ingame/pause_menu.gd +++ b/3d/voxel/menu/ingame/pause_menu.gd @@ -13,7 +13,10 @@ func _process(_delta): pause.visible = crosshair.visible crosshair.visible = !crosshair.visible options.visible = false - Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED if crosshair.visible else Input.MOUSE_MODE_VISIBLE) + if crosshair.visible: + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + else: + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) func _on_Resume_pressed(): diff --git a/misc/joypads/remap/remap_wizard.gd b/misc/joypads/remap/remap_wizard.gd index 3c3866a5..5c387b8d 100644 --- a/misc/joypads/remap/remap_wizard.gd +++ b/misc/joypads/remap/remap_wizard.gd @@ -30,9 +30,10 @@ func _input(event): map.inverted = joy_mapping_axis_invert.pressed if joy_mapping_full_axis.pressed: map.axis = JoyMapping.AXIS.FULL + elif motion.axis_value > 0: + map.axis = JoyMapping.AXIS.HALF_PLUS else: - var plus = motion.axis_value > 0 - map.axis = JoyMapping.AXIS.HALF_PLUS if plus else JoyMapping.AXIS.HALF_MINUS + map.axis = JoyMapping.AXIS.HALF_MINUS joy_mapping_text.text = map.to_human_string() cur_mapping[steps[cur_step]] = map elif event is InputEventJoypadButton and event.pressed: diff --git a/networking/websocket_chat/utils.gd b/networking/websocket_chat/utils.gd index 311f6c68..78be1512 100644 --- a/networking/websocket_chat/utils.gd +++ b/networking/websocket_chat/utils.gd @@ -1,11 +1,15 @@ extends Node func encode_data(data, mode): - return data.to_utf8() if mode == WebSocketPeer.WRITE_MODE_TEXT else var2bytes(data) + if mode == WebSocketPeer.WRITE_MODE_TEXT: + return data.to_utf8() + return var2bytes(data) func decode_data(data, is_string): - return data.get_string_from_utf8() if is_string else bytes2var(data) + if is_string: + return data.get_string_from_utf8() + return bytes2var(data) func _log(node, msg):