chore: snake_case

This commit is contained in:
SondreElg
2025-10-04 14:15:41 +02:00
parent e7cb8e39b3
commit 8e90d87e08

View File

@@ -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();