From 8e90d87e0873d9f243459380dbb7934333c5df52 Mon Sep 17 00:00:00 2001 From: SondreElg Date: Sat, 4 Oct 2025 14:15:41 +0200 Subject: [PATCH] chore: snake_case --- growth/player.gd | 101 ++++++++++++++++++++++++----------------------- 1 file changed, 52 insertions(+), 49 deletions(-) diff --git a/growth/player.gd b/growth/player.gd index b7df02c..5df097f 100644 --- a/growth/player.gd +++ b/growth/player.gd @@ -5,92 +5,95 @@ enum ActionState {None, Deploying, Firing, Charging} enum MoveState {Still, Moving, Dashing, Loading} @export var speed = 100 # How fast the player will move (pixels/sec). -@export var dashSpeed = 200 -@export var dashEnd = 0.8 -@export var dashCooldown = 0.5 +@export var dash_speed = 200 +@export var dash_end = 0.8 +@export var dash_cooldown = 0.5 + +const drawpile = []; +const hand = []; +const discard_pile = []; var screen_size # Size of the game window. -var actionState = ActionState.None -var moveState = MoveState.Still +var action_state = ActionState.None +var move_state = MoveState.Still -var chargeLevel = 0; -var chargeRate = 1; +var charge_level = 0; +var charge_rate = 1; var charged = false; -var dashTime = 0; -var dashCooldownTime = 0; -var dashOnCooldown = false; -var dashEaseFactorMinimum = speed / float(dashSpeed) +var dash_timer = 0; +var dash_cooldown_timer = 0; +var dash_on_cooldown = false; +var dash_ease_factor_minimum = speed / float(dash_speed) -var moveDirection = Vector2.ZERO; +var move_direction = Vector2.ZERO; var velocity = Vector2.ZERO # The player's movement vector. -func updateMoveDirection(): +func update_move_direction(): if Input.is_action_pressed("move_right"): - moveDirection.x += 1 - if moveDirection.is_action_pressed("move_left"): - moveDirection.x -= 1 + move_direction.x += 1 + if move_direction.is_action_pressed("move_left"): + move_direction.x -= 1 if Input.is_action_pressed("move_down"): - moveDirection.y += 1 + move_direction.y += 1 if Input.is_action_pressed("move_up"): - moveDirection.y -= 1 + move_direction.y -= 1 func charge(): # Charge attack - if not charged and actionState == ActionState.Charging: - chargeLevel += chargeRate; - if chargeLevel >= 100: + if not charged and action_state == ActionState.Charging: + charge_level += charge_rate; + if charge_level >= 100: charged = false; - chargeLevel = 0; - elif chargeLevel > 0: + charge_level = 0; + elif charge_level > 0: # Gradual charge dropoff - chargeLevel = max(chargeLevel - chargeRate * 2, 0); + charge_level = max(charge_level - charge_rate * 2, 0); func dash(delta): - dashTime += delta; + dash_timer += delta; const easeFactor = 1; - velocity = moveDirection.normalize() * dashSpeed * easeFactor; + velocity = move_direction.normalize() * dash_speed * easeFactor; - if (dashTime >= dashEnd): - dashOnCooldown = true; - dashTime = 0; + if (dash_timer >= dash_end): + dash_on_cooldown = true; + dash_timer = 0; func _ready(): screen_size = get_viewport_rect().size func _process(delta): - if (moveState != MoveState.Dashing): - updateMoveDirection(); - if (dashOnCooldown): - dashCooldownTime += delta; - if (dashCooldownTime >= dashCooldown): - dashOnCooldown = false; - dashCooldownTime = 0; - # handle moveState - if moveState == MoveState.Loading: - null + if (move_state != MoveState.Dashing): + update_move_direction(); + if (dash_on_cooldown): + dash_cooldown_timer += delta; + if (dash_cooldown_timer >= dash_cooldown): + dash_on_cooldown = false; + dash_cooldown_timer = 0; + # handle move_state + if move_state == MoveState.Loading: + pass # Idk dude, thought it might be a fun effect when you take damage - elif Input.is_action_pressed("dash") or actionState == MoveState.Dashing: - moveState = MoveState.Dashing; + elif Input.is_action_pressed("dash") or action_state == MoveState.Dashing: + move_state = MoveState.Dashing; dash(delta); else: - velocity = moveDirection.normalize() * speed; + velocity = move_direction.normalize() * speed; if velocity.x || velocity.y: - moveState = MoveState.Moving; + move_state = MoveState.Moving; else: - moveState = MoveState.Still; + move_state = MoveState.Still; - - # Handle actionState + # Handle action_state if Input.is_action_pressed("deploy"): - actionState = ActionState.Deploying; + action_state = ActionState.Deploying; # Deploy elif Input.is_action_pressed("fire"): - actionState = ActionState.Firing; + action_state = ActionState.Firing; # Fire elif Input.is_action_pressed("charge"): - actionState = ActionState.Charging; + action_state = ActionState.Charging; charge();