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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a62cd6018e
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37 changed files with 216 additions and 248 deletions
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@ -1,11 +1,11 @@
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extends Node2D
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class_name BeeSpawner
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var bee = preload("res://entities/Bee.tscn")
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var bee : Resource = preload("res://entities/Bee.tscn")
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@onready var beehive = get_node("../Beehive")
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@onready var bee_sound = get_node("BigBeeSound")
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@onready var small_bee_sound = get_node("BeeSound")
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@onready var beehive : Beehive = get_node("../Beehive")
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@onready var bee_sound : AudioStreamPlayer = get_node("BigBeeSound")
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@onready var small_bee_sound : AudioStreamPlayer = get_node("BeeSound")
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var bee_count : int = 0
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var max_bees : int = 100
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@ -13,12 +13,12 @@ var spawn_interval : float = 0.5
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var spawn_timer : float = 0.0
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var bee_sound_timer : float = 0.0
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func spawn_bee():
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var bee_instance = bee.instantiate()
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func spawn_bee() -> void:
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var bee_instance : Bee = bee.instantiate()
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add_child(bee_instance)
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bee_instance.position = beehive.global_position
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func _process(delta):
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func _process(delta : float) -> void:
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spawn_timer += delta
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if spawn_timer > spawn_interval and bee_count < max_bees and beehive.dancer_in_range:
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@ -30,7 +30,7 @@ func _process(delta):
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if bee_count > 0 and small_bee_sound.playing == false:
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small_bee_sound.play()
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func _physics_process(delta):
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func _physics_process(delta : float) -> void:
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bee_sound_timer += delta
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if bee_sound_timer > 1.0 and bee_count > 0:
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bee_sound_timer = 0.0
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@ -1,19 +1,19 @@
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extends Node2D
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class_name Dog
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@onready var death_box = $DeathBox
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@onready var outline = $AreaHighlight
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@onready var death_box : Area2D = $DeathBox
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@onready var outline : Sprite2D = $AreaHighlight
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var acquired_target : Bee = null
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var acquired_target : Node2D = null
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var target_timer : float = 0.0
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@export var distracted : bool = false
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var distracted_by : Node2D = null
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func _ready():
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func _ready() -> void:
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death_box.connect("body_entered", Callable(self, "_on_body_entered"))
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death_box.connect("body_exited", Callable(self, "_on_body_exited"))
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func _process(delta):
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func _process(delta : float) -> void:
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if acquired_target:
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target_timer += delta
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@ -32,14 +32,14 @@ func _process(delta):
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# Look around
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rotation = lerp_angle(rotation, rotation + get_angle_to(distracted_by.global_position), 0.5)
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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 _on_body_entered(area):
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func _on_body_entered(area : Node2D) -> void:
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if area.is_in_group("bee") and distracted == false:
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if !acquired_target:
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Log.pr("Acquired target")
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@ -52,7 +52,7 @@ func _on_body_entered(area):
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distracted = true
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distracted_by = area
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func _on_body_exited(area):
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func _on_body_exited(area : Node2D) -> void:
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if area == acquired_target:
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Log.pr("Lost target")
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acquired_target = null
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@ -1,23 +1,23 @@
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extends HBoxContainer
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@onready var buttons = get_children()
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@onready var buttons : Array[Node] = get_children()
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func disable_buttons():
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func disable_buttons() -> void:
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## Disable all buttons
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for button in buttons:
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for button : Button in buttons:
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button.disabled = true
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visible = false
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func enable_buttons():
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func enable_buttons() -> void:
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## Enable all buttons
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for button in buttons:
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for button : Button in buttons:
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button.disabled = false
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visible = true
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func reset_button_focus():
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func reset_button_focus() -> void:
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## Reset focus on all buttons
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for button in buttons:
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for button : Button in buttons:
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button.release_focus()
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@ -6,23 +6,23 @@ var spawning_type : String = ""
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var director_drones : Array = [] # List of all director drones in the world
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@onready var rules = get_parent().get_node("RulesComponent")
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@onready var beehive = get_parent().get_node("Beehive")
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@onready var flowers = get_parent().get_node("Flowers")
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@onready var dog = null
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@onready var drone_controls = %DroneControls
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@onready var ui_controls = get_parent().get_node("UiComponent")
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@onready var spawned_drones_container = get_node("SpawnedDrones")
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@onready var place_cursor = preload("res://resources/cursors/target_round_b.png")
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@onready var rules : RulesComponent = get_parent().get_node("RulesComponent") as RulesComponent
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@onready var beehive : Beehive = get_parent().get_node("Beehive")
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@onready var flowers : Flowers = get_parent().get_node("Flowers")
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@onready var dog : Dog = null
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@onready var drone_controls : HBoxContainer = %DroneControls
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@onready var ui_controls : UIComponent = get_parent().get_node("UiComponent")
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@onready var spawned_drones_container : Node = get_node("SpawnedDrones")
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@onready var place_cursor : Resource = preload("res://resources/cursors/target_round_b.png")
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# Drones!
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@onready var director_drone = preload("res://entities/DirectorDrone.tscn")
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@onready var dancer_drone = preload("res://entities/DancerDrone.tscn")
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@onready var distractor_drone = preload("res://entities/DistractorDrone.tscn")
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@onready var collector_drone = preload("res://entities/CollectorDrone.tscn")
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@onready var director_drone : Resource = preload("res://entities/DirectorDrone.tscn")
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@onready var dancer_drone : Resource = preload("res://entities/DancerDrone.tscn")
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@onready var distractor_drone : Resource = preload("res://entities/DistractorDrone.tscn")
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@onready var collector_drone : Resource = preload("res://entities/CollectorDrone.tscn")
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func _ready():
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func _ready() -> void:
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if !rules.game_rules.collector_enabled:
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%SpawnCollector.visible = false
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if !rules.game_rules.dancer_enabled:
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@ -37,7 +37,7 @@ func _ready():
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dog = get_parent().get_node("Dog")
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## Function to detect right click event
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func _input(event) -> void:
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func _input(event : InputEvent) -> void:
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if spawning_drone:
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if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
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Log.pr("Cancelling placement of drone")
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@ -49,7 +49,7 @@ func _input(event) -> void:
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func spawn_drone(drone_type : String) -> void:
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Log.pr("This function will put a " + drone_type + " drone in the world")
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var new_drone = null
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var new_drone : Node = null
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# Create a new instance of the drone
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if drone_type == "director":
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new_drone = director_drone.instantiate()
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@ -119,22 +119,22 @@ func _on_spawn_dancer_pressed() -> void:
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ui_controls.show_help_text("Help_Drone_Placement_Dancer")
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place_drone("dancer")
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func _on_spawn_director_mouse_entered():
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func _on_spawn_director_mouse_entered() -> void:
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reset_node_highlights()
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ui_controls.show_help_text("Help_Drone_Placement_Director")
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func _on_spawn_collector_mouse_entered():
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func _on_spawn_collector_mouse_entered() -> void:
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reset_node_highlights()
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flowers.show_outline()
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ui_controls.show_help_text("Help_Drone_Placement_Collector")
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func _on_spawn_distractor_mouse_entered():
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func _on_spawn_distractor_mouse_entered() -> void:
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reset_node_highlights()
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if dog:
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dog.show_outline()
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ui_controls.show_help_text("Help_Drone_Placement_Distractor")
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func _on_spawn_dancer_mouse_entered():
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func _on_spawn_dancer_mouse_entered() -> void:
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reset_node_highlights()
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beehive.show_outline()
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ui_controls.show_help_text("Help_Drone_Placement_Dancer")
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@ -147,10 +147,10 @@ func _on_button_mouse_exited() -> void:
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# reset_node_highlights.call_deferred()
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pass
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func update_director_drone_list():
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func update_director_drone_list() -> void:
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director_drones.clear()
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var x = 1
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for drone in spawned_drones_container.get_children():
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var x : int = 1
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for drone : Node in spawned_drones_container.get_children():
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if drone is DirectorDrone:
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drone.visit_order = x
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director_drones.append(drone)
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@ -159,32 +159,32 @@ func update_director_drone_list():
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Log.pr(director_drones.size())
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func get_director(drone_number : int) -> DirectorDrone:
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for drone in director_drones:
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for drone : Node in director_drones:
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if drone.visit_order == drone_number:
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return drone
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return null
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func get_next_director(current_director_number : int) -> DirectorDrone:
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for drone in director_drones:
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for drone : Node in director_drones:
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if drone.visit_order == current_director_number + 1:
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return drone
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return null
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func get_previous_director(current_director_number : int) -> DirectorDrone:
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for drone in director_drones:
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for drone : Node in director_drones:
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if drone.visit_order == current_director_number - 1:
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return drone
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return null
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## For now this just returns the first collector drone it finds
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## This will need to be updated to return the closest collector drone potentially?
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func get_collector():
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for drone in spawned_drones_container.get_children():
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func get_collector() -> CollectorDrone:
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for drone : Node in spawned_drones_container.get_children():
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if drone is CollectorDrone:
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return drone
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return null
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func reset_node_highlights():
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func reset_node_highlights() -> void:
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ui_controls.hide_help_text()
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beehive.hide_outline()
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flowers.hide_outline()
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@ -1,7 +1,7 @@
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extends Level
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class_name HighScoresScreen
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func _ready():
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func _ready() -> void:
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update_game_state()
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%BeeDeathLabel.text = Str.format_number(HighScoreMgr.loaded_data.total_bees_killed)
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%HoneyCountLabel.text = Str.format_number(HighScoreMgr.loaded_data.total_honey_collected)
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@ -15,5 +15,5 @@ func _ready():
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%MainMenuButton.connect("pressed", Callable(self, "on_main_menu_button_pressed"))
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func on_main_menu_button_pressed():
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func on_main_menu_button_pressed() -> void:
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SceneMgr.load_scene("MAINMENU")
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@ -1,18 +1,18 @@
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extends Level
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class_name MainMenu
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@onready var level_select = get_node("%MenuButton")
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@onready var high_scores = get_node("%HighScores")
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@onready var exit_button = get_node("%ExitGame")
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@onready var level_select : MenuButton = get_node("%MenuButton")
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@onready var high_scores : Button = get_node("%HighScores")
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@onready var exit_button : Button = get_node("%ExitGame")
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func _ready():
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func _ready() -> void:
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level_select.get_popup().id_pressed.connect(_on_item_menu_pressed)
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high_scores.connect("pressed", Callable(self, "on_high_scores_pressed"))
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exit_button.connect("pressed", Callable(self, "on_exit_pressed"))
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update_game_state()
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func _on_item_menu_pressed(id):
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func _on_item_menu_pressed(id : int) -> void:
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## Load the appropriate level based on the selection that has been made
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Log.pr(id)
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@ -36,12 +36,12 @@ func _on_item_menu_pressed(id):
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# Load level 6
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SceneMgr.load_scene("LEVEL6")
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func on_high_scores_pressed():
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func on_high_scores_pressed() -> void:
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## Load the high scores screen
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Log.pr("High scores button pressed")
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SceneMgr.load_scene("HIGHSCORES")
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pass
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func on_exit_pressed():
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func on_exit_pressed() -> void:
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# Quit the game
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get_tree().quit()
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@ -14,7 +14,7 @@ const SCENES : Dictionary = {
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var loading_scene_res : Resource = null
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func _ready():
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func _ready() -> void:
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## LOAD GAME DATA
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HighScoreMgr.load()
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HighScoreMgr.debug_output()
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@ -25,7 +25,7 @@ func _ready():
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SceneMgr.connect("change_scene", Callable(self, "_on_change_scene"))
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$TransitionScene.connect("transitioned", Callable(self, "_on_transition_scene_transitioned"))
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func _on_change_scene(scene_name):
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func _on_change_scene(scene_name : String) -> void:
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Log.pr("Going to load a scene.", scene_name)
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if SCENES.has(scene_name):
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GameState.reset()
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@ -35,6 +35,6 @@ func _on_change_scene(scene_name):
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else:
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loading_scene_res = null
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func _on_transition_scene_transitioned():
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func _on_transition_scene_transitioned() -> void:
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$CurrentScene.get_child(0).queue_free()
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$CurrentScene.add_child(loading_scene_res.instantiate())
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@ -2,14 +2,14 @@ extends CanvasLayer
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signal transitioned
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func _ready():
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func _ready() -> void:
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$AnimationPlayer.play("fade_to_normal")
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func transition():
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func transition() -> void:
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$AnimationPlayer.play("fade_to_black")
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Log.pr("Fading to black")
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func _on_animation_player_animation_finished(anim_name:StringName):
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func _on_animation_player_animation_finished(anim_name : StringName) -> void:
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if anim_name == "fade_to_black":
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Log.pr("Sending transitioned signal...")
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emit_signal("transitioned")
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