fix: remove the whitespaces and clean up;

This commit is contained in:
2026-09-20 16:51:17 +02:00
parent 5d484134e7
commit 77214d4723
6 changed files with 2 additions and 13 deletions
-2
View File
@@ -8,10 +8,8 @@ func enable_secret_door():
visible = true visible = true
collision_enabled = true collision_enabled = true
func _on_switch_switch_activated() -> void: func _on_switch_switch_activated() -> void:
disable_secret_door() disable_secret_door()
func _on_switch_switch_deactivated() -> void: func _on_switch_switch_deactivated() -> void:
enable_secret_door() enable_secret_door()
-2
View File
@@ -1,11 +1,9 @@
extends StaticBody2D extends StaticBody2D
func _on_puzzle_button_pressed() -> void: func _on_puzzle_button_pressed() -> void:
visible = false visible = false
$CollisionShape2D.set_deferred("disabled", true) $CollisionShape2D.set_deferred("disabled", true)
func _on_puzzle_button_unpressed() -> void: func _on_puzzle_button_unpressed() -> void:
visible = true visible = true
$CollisionShape2D.set_deferred("disabled", false) $CollisionShape2D.set_deferred("disabled", false)
-1
View File
@@ -3,7 +3,6 @@ extends StaticBody2D
@export var dialogue_lines: Array[String] = ["Hello!", "Good day to you!", "Welcome!"] @export var dialogue_lines: Array[String] = ["Hello!", "Good day to you!", "Welcome!"]
var can_interact: bool = false var can_interact: bool = false
# 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("Interact") and can_interact: if Input.is_action_just_pressed("Interact") and can_interact:
$CanvasLayer/DialogLabel.text = dialogue_lines[randi_range(0, 2)] $CanvasLayer/DialogLabel.text = dialogue_lines[randi_range(0, 2)]
+2 -2
View File
@@ -7,6 +7,7 @@ class_name Player
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
update_scrolls()
var damage: float = 2 var damage: float = 2
if SceneManager.player_next_scene_spawn_pos != Vector2(0, 0): if SceneManager.player_next_scene_spawn_pos != Vector2(0, 0):
position = SceneManager.player_next_scene_spawn_pos position = SceneManager.player_next_scene_spawn_pos
@@ -17,6 +18,7 @@ func _physics_process(delta: float) -> void:
move_player() move_player()
push_blocks() push_blocks()
update_scrolls() update_scrolls()
move_and_slide()
func move_player(): func move_player():
var move_vector: Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down") var move_vector: Vector2 = Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
@@ -45,8 +47,6 @@ func push_blocks():
if collisision_node.is_in_group("pushable"): if collisision_node.is_in_group("pushable"):
var collision_normal: Vector2 = collision.get_normal() var collision_normal: Vector2 = collision.get_normal()
collisision_node.apply_central_force(-collision_normal * push_strength) collisision_node.apply_central_force(-collision_normal * push_strength)
move_and_slide()
func update_scrolls(): func update_scrolls():
$CanvasLayer/Panel/Label.text = str(SceneManager.opened_chests.size()) $CanvasLayer/Panel/Label.text = str(SceneManager.opened_chests.size())
-1
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@@ -10,7 +10,6 @@ func _on_body_entered(body: Node2D) -> void:
$AnimatedSprite2D.play("pressed") $AnimatedSprite2D.play("pressed")
pressed.emit() pressed.emit()
func _on_body_exited(body: Node2D) -> void: func _on_body_exited(body: Node2D) -> void:
if is_single_use: if is_single_use:
return return
-5
View File
@@ -2,23 +2,18 @@ extends Area2D
@export var next_scene: String @export var next_scene: String
@export var player_spawn_pos: Vector2 @export var player_spawn_pos: Vector2
# Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
pass # Replace with function body. pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void: func _process(delta: float) -> void:
pass pass
func _on_body_entered(body: Player) -> void: func _on_body_entered(body: Player) -> void:
print("body entered!") print("body entered!")
SceneManager.player_next_scene_spawn_pos = player_spawn_pos SceneManager.player_next_scene_spawn_pos = player_spawn_pos
get_tree().change_scene_to_file.call_deferred(next_scene) get_tree().change_scene_to_file.call_deferred(next_scene)
pass # Replace with function body. pass # Replace with function body.
func _on_body_exited(body: Node2D) -> void: func _on_body_exited(body: Node2D) -> void:
print("player left!") print("player left!")
pass # Replace with function body. pass # Replace with function body.