fixed tabbing, small type issues

This commit is contained in:
TimmyTuf 2026-04-20 08:52:51 -04:00
parent 7b14cc8333
commit 046b3450a7
3 changed files with 14 additions and 15 deletions

View File

@ -8,7 +8,7 @@ signal bulletDamageSignal(body, bullet)
func _ready() -> void: func _ready() -> void:
pass # Replace with function body. pass # Replace with function body.
func setSpeed(value)->void: func setSpeed(value:int)->void:
speed = value speed = value
if speed <0: if speed <0:
bullet_graphic.flip_h = true bullet_graphic.flip_h = true

View File

@ -45,7 +45,7 @@ func reset()->void:
playerHealth = player.starting_health playerHealth = player.starting_health
coinsCollected = 0 coinsCollected = 0
func secondCounter()->void: func secondCounter()->void:
timeAvailable -=1 timeAvailable -=1
countDownSignal.emit(timeAvailable) countDownSignal.emit(timeAvailable)
if timeAvailable <=0: if timeAvailable <=0:

View File

@ -21,7 +21,7 @@ func _ready() -> void:
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(_delta: float) -> void:
if Input.is_action_just_pressed("save"): if Input.is_action_just_pressed("save"):
print("Save the game!") print("Save the game!")
if Input.is_action_just_pressed("load"): if Input.is_action_just_pressed("load"):
@ -47,14 +47,13 @@ func buildLevel()->void:
func updateEnemies()->void: func updateEnemies()->void:
if slimes: if slimes:
var totalSlimes = 0
for obj in slimes.get_children(): for obj in slimes.get_children():
if obj is Slime: if obj is Slime:
totalSlimes +=1
Gamecontroller.addEnemyToLevel(obj) Gamecontroller.addEnemyToLevel(obj)
#hook up to game controller #hook up to game controller
if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage): if not obj.slimeDamageSignal.is_connected(Gamecontroller._on_slime_damage):
obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage) obj.slimeDamageSignal.connect(Gamecontroller._on_slime_damage)
func updateCoins()->void: func updateCoins()->void:
if coins: if coins:
var totalCoins = 0 var totalCoins = 0
@ -101,13 +100,14 @@ func teleport(body)->void:
var newPosition = Vector2(random_x,random_y) var newPosition = Vector2(random_x,random_y)
body.teleport_to(newPosition) body.teleport_to(newPosition)
func loadLevel(level:String)->void: func loadLevel(levelString:String)->void:
get_tree().call_deferred("change_scene_to_file", level) get_tree().call_deferred("change_scene_to_file", levelString)
func stashBullet(bullet:Bullet)->void:
func stashBullet(bulletToStash:Bullet)->void:
var stashPosition:Vector2 = Vector2(-100,100) var stashPosition:Vector2 = Vector2(-100,100)
bullet.position = stashPosition bulletToStash.position = stashPosition
bullet.setSpeed(0) bulletToStash.setSpeed(0)
bullet.set_process(false) bulletToStash.set_process(false)
func bulletFactory()->Bullet : func bulletFactory()->Bullet :
var myBullet:Bullet var myBullet:Bullet
@ -122,9 +122,8 @@ func bulletFactory()->Bullet :
bulletArray.push_front(myBullet) bulletArray.push_front(myBullet)
return myBullet return myBullet
func makeBullet(targetPosition, speed)->void:
print("Make a bullet!") func makeBullet(targetPosition:Transform2D, speed:int)->void:
print("bullets created: "+str( bulletArray.size() ))
var myBullet:Bullet = bulletFactory() var myBullet:Bullet = bulletFactory()
myBullet.transform = targetPosition myBullet.transform = targetPosition
myBullet.setSpeed(speed) myBullet.setSpeed(speed)