chore: run gdformat

This commit is contained in:
2025-08-20 04:47:49 +02:00
parent 702080af59
commit c7c4eb574e
12 changed files with 47 additions and 13 deletions

View File

@@ -79,10 +79,12 @@ var MOD_CHOICES = [
}, },
] ]
func _ready() -> void: func _ready() -> void:
placeholder_tex = PlaceholderTexture2D.new() placeholder_tex = PlaceholderTexture2D.new()
placeholder_tex.size = Vector2(64.0, 64.0) placeholder_tex.size = Vector2(64.0, 64.0)
func _draw_random_choice(fortune: float = 1.0) -> Dictionary: func _draw_random_choice(fortune: float = 1.0) -> Dictionary:
var total_weight: int = 0 var total_weight: int = 0
for choice in MOD_CHOICES: for choice in MOD_CHOICES:
@@ -95,6 +97,7 @@ func _draw_random_choice(fortune: float = 1.0) -> Dictionary:
return u return u
return MOD_CHOICES.back() return MOD_CHOICES.back()
func draw_random_mod(fortune: float = 1.0) -> PlayerStatsModifier: func draw_random_mod(fortune: float = 1.0) -> PlayerStatsModifier:
var choice = _draw_random_choice(fortune) var choice = _draw_random_choice(fortune)
var mod: PlayerStatsModifier = PlayerStatsModifier.new() var mod: PlayerStatsModifier = PlayerStatsModifier.new()
@@ -104,9 +107,10 @@ func draw_random_mod(fortune: float = 1.0) -> PlayerStatsModifier:
mod.description = choice["description"] mod.description = choice["description"]
mod.internal_name = choice["internal_name"] mod.internal_name = choice["internal_name"]
mod.tex = choice["tex"] mod.tex = choice["tex"]
mod.title = choice["name"] mod.title = choice["name"]
return mod return mod
func calculate_weight(weight: float, fortune: float): func calculate_weight(weight: float, fortune: float):
return weight**(1 / 1 + fortune) return weight ** (1 / 1 + fortune)

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@@ -97,6 +97,6 @@ func _on_attack_area_body_entered(body: Node2D) -> void:
var is_crit = randf() >= 1 - crit_chance var is_crit = randf() >= 1 - crit_chance
if is_crit: if is_crit:
damage_dealt *= player.player_stats.get_final("crit_multiplier", player.modifiers) damage_dealt *= player.player_stats.get_final("crit_multiplier", player.modifiers)
body.take_damage(damage_dealt, is_crit) body.take_damage(damage_dealt, is_crit)
damaged_this_attack.append(body) damaged_this_attack.append(body)

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@@ -17,6 +17,7 @@ var is_dead: bool = false
var _xp_orb = preload("res://scenes/xp_orb.tscn") var _xp_orb = preload("res://scenes/xp_orb.tscn")
func _ready() -> void: func _ready() -> void:
move_speed = default_move_speed move_speed = default_move_speed
max_health = default_max_health max_health = default_max_health
@@ -65,12 +66,14 @@ func die():
animation_player.play("die") animation_player.play("die")
animation_player.animation_finished.connect(_on_die_anim_finished) animation_player.animation_finished.connect(_on_die_anim_finished)
func drop_xp_orb() -> void: func drop_xp_orb() -> void:
var orb: XPOrb = _xp_orb.instantiate() var orb: XPOrb = _xp_orb.instantiate()
orb.value = 5 orb.value = 5
orb.position = position orb.position = position
get_parent().add_child(orb) get_parent().add_child(orb)
func cheer_anim(): func cheer_anim():
if not animation_player.is_playing(): if not animation_player.is_playing():
animation_player.play("jump") animation_player.play("jump")

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@@ -4,14 +4,17 @@ extends Node2D
var elapsed_time: float = 0.0 var elapsed_time: float = 0.0
func _ready(): func _ready():
GlobalConst.sig_debug_camera_zoom.connect(debug_zoom) GlobalConst.sig_debug_camera_zoom.connect(debug_zoom)
Engine.time_scale = 1.0 Engine.time_scale = 1.0
func _process(delta: float) -> void: func _process(delta: float) -> void:
elapsed_time += delta elapsed_time += delta
main_ui.player_ui.set_elapsed_time(elapsed_time) main_ui.player_ui.set_elapsed_time(elapsed_time)
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("ui_cancel"): if event.is_action_pressed("ui_cancel"):
main_ui.pause_ui.toggle_pause_ui() main_ui.pause_ui.toggle_pause_ui()

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@@ -10,6 +10,7 @@ signal lvlup_picked(mod: PlayerStatsModifier)
@onready var upgrade_description: Label = $MarginContainer/VBoxContainer/UpgradeDescription @onready var upgrade_description: Label = $MarginContainer/VBoxContainer/UpgradeDescription
@onready var upgrade_tex: TextureRect = $MarginContainer/VBoxContainer/CenterContainer/UpgradeTex @onready var upgrade_tex: TextureRect = $MarginContainer/VBoxContainer/CenterContainer/UpgradeTex
func _ready() -> void: func _ready() -> void:
match mod.rarity: match mod.rarity:
GlobalConst.ModRarity.NORMAL: GlobalConst.ModRarity.NORMAL:
@@ -20,7 +21,7 @@ func _ready() -> void:
upgrade_name.add_theme_color_override("font_color", Color.DARK_ORCHID) upgrade_name.add_theme_color_override("font_color", Color.DARK_ORCHID)
GlobalConst.ModRarity.LEGENDARY: GlobalConst.ModRarity.LEGENDARY:
upgrade_name.add_theme_color_override("font_color", Color.DARK_ORANGE) upgrade_name.add_theme_color_override("font_color", Color.DARK_ORANGE)
upgrade_name.text = mod.title upgrade_name.text = mod.title
upgrade_description.text = mod.description upgrade_description.text = mod.description
upgrade_tex.texture = mod.tex upgrade_tex.texture = mod.tex

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@@ -1,15 +1,19 @@
class_name LevelUpUI class_name LevelUpUI
extends Control extends Control
@onready var choice_container: HBoxContainer = $VBoxContainer/PanelContainer/CenterContainer/ChoiceContainer @onready
var choice_container: HBoxContainer = $VBoxContainer/PanelContainer/CenterContainer/ChoiceContainer
func clear(): func clear():
for child in choice_container.get_children(): for child in choice_container.get_children():
child.queue_free() child.queue_free()
func add_choice(choice: LevelUpChoice) -> void: func add_choice(choice: LevelUpChoice) -> void:
choice.lvlup_picked.connect(_on_levelup_picked) choice.lvlup_picked.connect(_on_levelup_picked)
choice_container.add_child(choice) choice_container.add_child(choice)
func _on_levelup_picked(mod: PlayerStatsModifier) -> void: func _on_levelup_picked(mod: PlayerStatsModifier) -> void:
visible = false visible = false

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@@ -4,15 +4,18 @@ extends Control
@onready var hp_bar: ProgressBar = $CenterContainer/VBoxContainer/ProgressBar @onready var hp_bar: ProgressBar = $CenterContainer/VBoxContainer/ProgressBar
@onready var elapsed_label: Label = $CenterContainer/VBoxContainer/ElapsedLabel @onready var elapsed_label: Label = $CenterContainer/VBoxContainer/ElapsedLabel
func set_hp(value: float): func set_hp(value: float):
hp_bar.value = value hp_bar.value = value
func set_elapsed_time(value: float): func set_elapsed_time(value: float):
elapsed_label.text = format_time(value) elapsed_label.text = format_time(value)
func format_time(seconds: float) -> String: func format_time(seconds: float) -> String:
var total_ms = int(seconds * 1000.0) var total_ms = int(seconds * 1000.0)
var s = (total_ms / 1000) % 60 var s = (total_ms / 1000) % 60
var m = (total_ms / 60000) var m = total_ms / 60000
return "%02d:%02d" % [m, s] return "%02d:%02d" % [m, s]

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@@ -7,13 +7,15 @@ extends Node2D
var player: Player var player: Player
func _ready() -> void: func _ready() -> void:
player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER) player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if not player: if not player:
return return
var to_player = player.global_position - global_position var to_player = player.global_position - global_position
var dist = to_player.length() var dist = to_player.length()
var attract_radius = player.player_stats.get_final("pickup_radius", player.modifiers) var attract_radius = player.player_stats.get_final("pickup_radius", player.modifiers)
@@ -24,5 +26,6 @@ func _physics_process(delta: float) -> void:
var speed = lerp(min_speed, max_speed, (attract_radius - dist) / attract_radius) var speed = lerp(min_speed, max_speed, (attract_radius - dist) / attract_radius)
global_position += dir * speed * delta global_position += dir * speed * delta
func pickup() -> void: func pickup() -> void:
push_error("%s did not implement pickup()" % self) push_error("%s did not implement pickup()" % self)

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@@ -5,6 +5,7 @@ extends PickupBase
@onready var collision_shape_2d: CollisionShape2D = $Area2D/CollisionShape2D @onready var collision_shape_2d: CollisionShape2D = $Area2D/CollisionShape2D
func pickup() -> void: func pickup() -> void:
if not player: if not player:
push_error("pickup called on %s without player set" % self) push_error("pickup called on %s without player set" % self)

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@@ -43,7 +43,9 @@ func take_damage(value: float) -> void:
dm.damage_taken = value dm.damage_taken = value
dm.player_damage = false dm.player_damage = false
add_child(dm) add_child(dm)
main_ui.player_ui.set_hp((player_stats.current_health / player_stats.get_final("max_health", modifiers)) * 100) main_ui.player_ui.set_hp(
(player_stats.current_health / player_stats.get_final("max_health", modifiers)) * 100
)
if player_stats.current_health <= 0: if player_stats.current_health <= 0:
die() die()
@@ -85,10 +87,12 @@ func get_taunted():
func toggle_god_mode(value: bool): func toggle_god_mode(value: bool):
god_mode = value god_mode = value
func add_xp(amount: float) -> void: func add_xp(amount: float) -> void:
player_stats.current_xp += amount player_stats.current_xp += amount
_check_level_up() _check_level_up()
func _check_level_up() -> void: func _check_level_up() -> void:
var required_for_level = 25.0 var required_for_level = 25.0
if player_stats.current_xp >= required_for_level: if player_stats.current_xp >= required_for_level:
@@ -96,6 +100,7 @@ func _check_level_up() -> void:
player_stats.current_xp -= required_for_level player_stats.current_xp -= required_for_level
_trigger_level_up() _trigger_level_up()
func _trigger_level_up() -> void: func _trigger_level_up() -> void:
var choice_count = 3 var choice_count = 3
var choices: Array[LevelUpChoice] = [] var choices: Array[LevelUpChoice] = []
@@ -110,6 +115,7 @@ func _trigger_level_up() -> void:
Engine.time_scale = 0.0 Engine.time_scale = 0.0
main_ui.level_up_ui.visible = true main_ui.level_up_ui.visible = true
func _on_pickup_area_area_entered(area: Area2D) -> void: func _on_pickup_area_area_entered(area: Area2D) -> void:
var body: Node2D = area.get_parent() var body: Node2D = area.get_parent()
if body.is_in_group(GlobalConst.GROUP_XP_ORB): if body.is_in_group(GlobalConst.GROUP_XP_ORB):

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@@ -11,6 +11,7 @@ var move_speed: float = 200.0
var attack_damage: float = 1.0 var attack_damage: float = 1.0
var pickup_radius: float = 50.0 var pickup_radius: float = 50.0
func get_final(stat: String, modifiers: Array[PlayerStatsModifier]) -> Variant: func get_final(stat: String, modifiers: Array[PlayerStatsModifier]) -> Variant:
var base_value = get(stat) var base_value = get(stat)
var add = 0.0 var add = 0.0
@@ -25,5 +26,6 @@ func get_final(stat: String, modifiers: Array[PlayerStatsModifier]) -> Variant:
return mod.value return mod.value
return (base_value + add) * mul return (base_value + add) * mul
func xp_required_for_level() -> float: func xp_required_for_level() -> float:
return 100 * (100*(1.5**(current_level-1))) return 100 * (100 * (1.5 ** (current_level - 1)))

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@@ -7,13 +7,15 @@ extends Node2D
var player: Player var player: Player
func _ready() -> void: func _ready() -> void:
player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER) player = get_tree().get_first_node_in_group(GlobalConst.GROUP_PLAYER)
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if not player: if not player:
return return
var to_player = player.global_position - global_position var to_player = player.global_position - global_position
var dist = to_player.length() var dist = to_player.length()
var attract_radius = player.player_stats.get_final("pickup_radius", player.modifiers) var attract_radius = player.player_stats.get_final("pickup_radius", player.modifiers)
@@ -23,5 +25,7 @@ func _physics_process(delta: float) -> void:
return return
if dist < attract_radius: if dist < attract_radius:
var dir = to_player.normalized() var dir = to_player.normalized()
var speed = lerp(adjusted_min_speed, adjusted_max_speed, (attract_radius - dist) / attract_radius) var speed = lerp(
adjusted_min_speed, adjusted_max_speed, (attract_radius - dist) / attract_radius
)
global_position += dir * speed * delta global_position += dir * speed * delta