Refactor: Added explicit typing and void return types
- Introduced explicit typing to variables and functions across multiple scripts for better code clarity. - Specified 'void' as the return type for functions that do not return a value. - Removed redundant code in some scripts.
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37 changed files with 216 additions and 248 deletions
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@ -1,16 +1,16 @@
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extends Node2D
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class_name Flowers
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@onready var outline = $AreaHighlight
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@onready var outline : Sprite2D = $AreaHighlight
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@export var health : int = 100
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var spawn_snails : bool = false
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@onready var spawn_area = $FlowerCollectionArea/CollisionShape2D
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@onready var snail = $Snail
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@onready var spawn_area : CollisionShape2D = $FlowerCollectionArea/CollisionShape2D
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@onready var snail : Snail = $Snail
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func _ready():
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func _ready() -> void:
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hide_outline()
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## Check if this level is spawning snails or not
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@ -22,21 +22,21 @@ func _ready():
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snail.global_position = get_random_snail_spawn()
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func show_outline():
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func show_outline() -> void:
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outline.visible = true
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func hide_outline():
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func hide_outline() -> void:
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outline.visible = false
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func get_random_snail_spawn():
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var circle_radius = spawn_area.shape.radius
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var random_angle = randf_range(0, TAU)
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func get_random_snail_spawn() -> Vector2:
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var circle_radius : float = spawn_area.shape.radius
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var random_angle : float = randf_range(0, TAU)
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var x = circle_radius * cos(random_angle)
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var y = circle_radius * sin(random_angle)
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var x : float = circle_radius * cos(random_angle)
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var y : float = circle_radius * sin(random_angle)
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var circle_center = spawn_area.global_position
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var random_point = circle_center + Vector2(x, y)
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var circle_center : Vector2 = spawn_area.global_position
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var random_point : Vector2 = circle_center + Vector2(x, y)
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return random_point
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