Added underscores to more private variables, and also made them double underscores to match what most Python-like languages use.

This commit is contained in:
Jamie Greunbaum 2024-05-15 23:10:14 -04:00
parent af88ced103
commit cc321675f0

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@ -56,35 +56,31 @@ extends CharacterBody3D
#endregion #endregion
#region Onready #region Onready
@onready var laser_beam : Node3D = $LaserBeamRoot as Node3D @onready var __laser_beam : Node3D = $LaserBeamRoot as Node3D
@onready var bug_marker : Node3D = $BugMarker as Node3D @onready var __bug_marker : Node3D = $BugMarker as Node3D
@onready var movement_speed_change_timer : Timer = $MovementSpeedChangeTimer as Timer @onready var __movement_speed_change_timer : Timer = $MovementSpeedChangeTimer as Timer
@onready var exit_placement_timer : Timer = $ExitPlacementTimer as Timer @onready var __exit_placement_timer : Timer = $ExitPlacementTimer as Timer
@onready var camera : Camera3D = $CollisionShape3D/Camera3D @onready var __camera : Camera3D = $CollisionShape3D/Camera3D
#endregion #endregion
#region Private Properties #region Private Properties
var _movement_speed : float = 5.0 var __movement_speed : float = 5.0
var _stored_camera : Camera3D var __stored_camera : Camera3D
var _stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED var __stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED
var _stored_pause_status : bool = false var __stored_pause_status : bool = false
var _raycast_collision : Dictionary var __raycast_collision : Dictionary
#endregion #endregion
static func instantiate(tree:SceneTree) -> void:
tree.root.add_child(load("res://addons/Bugbot/Scenes/bugbot_player.tscn").instantiate() as CharacterBody3D)
#region Initialisation #region Initialisation
func _enter_tree() -> void: func _enter_tree() -> void:
_stored_camera = get_viewport().get_camera_3d() __stored_camera = get_viewport().get_camera_3d()
_stored_pause_status = get_tree().paused __stored_pause_status = get_tree().paused
get_tree().paused = true get_tree().paused = true
_stored_mouse_mode = Input.mouse_mode __stored_mouse_mode = Input.mouse_mode
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
#region Movement Configuration #region Movement Configuration
InputMap.add_action(&"bugbot_move_forward", 0.1) InputMap.add_action(&"bugbot_move_forward", 0.1)
InputMap.action_add_event(&"bugbot_move_forward", keyboard_move_forward) InputMap.action_add_event(&"bugbot_move_forward", keyboard_move_forward)
@ -207,16 +203,16 @@ func _exit_tree() -> void:
InputMap.erase_action(&"bugbot_exit_placement") InputMap.erase_action(&"bugbot_exit_placement")
#endregion #endregion
Input.mouse_mode = _stored_mouse_mode Input.mouse_mode = __stored_mouse_mode
get_tree().paused = _stored_pause_status get_tree().paused = __stored_pause_status
func _ready() -> void: func _ready() -> void:
camera.current = true __camera.current = true
if _stored_camera: if __stored_camera:
global_transform = _stored_camera.global_transform global_transform = __stored_camera.global_transform
camera.fov = _stored_camera.fov __camera.fov = __stored_camera.fov
camera.near = _stored_camera.near __camera.near = __stored_camera.near
camera.far = _stored_camera.far __camera.far = __stored_camera.far
#endregion #endregion
func _process(_delta:float) -> void: func _process(_delta:float) -> void:
@ -231,18 +227,22 @@ func _physics_process(_delta:float) -> void:
move_and_slide() move_and_slide()
static func instantiate(tree:SceneTree) -> void:
tree.root.add_child(load("res://addons/Bugbot/Scenes/bugbot_player.tscn").instantiate() as CharacterBody3D)
func _calculate_movement_speed() -> void: func _calculate_movement_speed() -> void:
if Input.is_action_pressed(&"bugbot_movement_speed_down") or Input.is_action_just_pressed(&"bugbot_movement_speed_down"): if Input.is_action_pressed(&"bugbot_movement_speed_down") or Input.is_action_just_pressed(&"bugbot_movement_speed_down"):
if movement_speed_change_timer.is_stopped(): if __movement_speed_change_timer.is_stopped():
_movement_speed /= 1.25 __movement_speed /= 1.25
movement_speed_change_timer.start() __movement_speed_change_timer.start()
elif Input.is_action_pressed(&"bugbot_movement_speed_up") or Input.is_action_just_pressed(&"bugbot_movement_speed_up"): elif Input.is_action_pressed(&"bugbot_movement_speed_up") or Input.is_action_just_pressed(&"bugbot_movement_speed_up"):
if movement_speed_change_timer.is_stopped(): if __movement_speed_change_timer.is_stopped():
_movement_speed *= 1.25 __movement_speed *= 1.25
movement_speed_change_timer.start() __movement_speed_change_timer.start()
else: else:
movement_speed_change_timer.stop() __movement_speed_change_timer.stop()
_movement_speed = clampf(_movement_speed, 0.25, 100.0) __movement_speed = clampf(__movement_speed, 0.25, 100.0)
func _calculate_rotation(_delta:float) -> void: func _calculate_rotation(_delta:float) -> void:
var rotation_velocity : Vector2 = Vector2( var rotation_velocity : Vector2 = Vector2(
@ -257,16 +257,16 @@ func _calculate_rotation(_delta:float) -> void:
func _calculate_movement() -> void: func _calculate_movement() -> void:
var movement_vector_lateral : Vector2 = Input.get_vector(&"bugbot_move_left", &"bugbot_move_right", &"bugbot_move_forward", &"bugbot_move_backward") var movement_vector_lateral : Vector2 = Input.get_vector(&"bugbot_move_left", &"bugbot_move_right", &"bugbot_move_forward", &"bugbot_move_backward")
var movement_azimuth : float = Input.get_axis(&"bugbot_move_down", &"bugbot_move_up") var movement_azimuth : float = Input.get_axis(&"bugbot_move_down", &"bugbot_move_up")
velocity = transform.basis * Vector3(movement_vector_lateral.x, movement_azimuth, movement_vector_lateral.y) * _movement_speed velocity = transform.basis * Vector3(movement_vector_lateral.x, movement_azimuth, movement_vector_lateral.y) * __movement_speed
func _calculate_button_presses() -> void: func _calculate_button_presses() -> void:
if Input.is_action_just_pressed(&"bugbot_place_marker") and _raycast_collision: if Input.is_action_just_pressed(&"bugbot_place_marker") and __raycast_collision:
print("Marker placed at ", _raycast_collision["position"]) print("Marker placed at ", __raycast_collision["position"])
if Input.is_action_just_released(&"bugbot_exit_placement"): if Input.is_action_just_released(&"bugbot_exit_placement"):
exit_placement_timer.stop() __exit_placement_timer.stop()
elif Input.is_action_just_pressed(&"bugbot_exit_placement"): elif Input.is_action_just_pressed(&"bugbot_exit_placement"):
exit_placement_timer.start() __exit_placement_timer.start()
func _on_exit_placement_timer_timeout() -> void: func _on_exit_placement_timer_timeout() -> void:
queue_free() queue_free()
@ -276,19 +276,19 @@ func _raycast_to_world():
query.collide_with_areas = false query.collide_with_areas = false
query.collide_with_bodies = true query.collide_with_bodies = true
query.exclude = [get_rid()] query.exclude = [get_rid()]
_raycast_collision = space.intersect_ray(query) __raycast_collision = space.intersect_ray(query)
if _raycast_collision: if __raycast_collision:
var collision_point : Vector3 = _raycast_collision["position"] var collision_point : Vector3 = __raycast_collision["position"]
var distance_to_collision : float = laser_beam.global_position.distance_to(collision_point) var distance_to_collision : float = __laser_beam.global_position.distance_to(collision_point)
laser_beam.scale.z = distance_to_collision __laser_beam.scale.z = distance_to_collision
laser_beam.look_at(collision_point) __laser_beam.look_at(collision_point)
laser_beam.visible = true __laser_beam.visible = true
else: else:
laser_beam.visible = false __laser_beam.visible = false
func _place_dummy_marker(): func _place_dummy_marker():
if _raycast_collision: if __raycast_collision:
bug_marker.set_rotation_to_normal(_raycast_collision["normal"]) __bug_marker.set_rotation_to_normal(__raycast_collision["normal"])
bug_marker.visible = true __bug_marker.visible = true
else: else:
bug_marker.visible = false __bug_marker.visible = false