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.
This commit is contained in:
Dan 2024-05-15 10:42:16 +01:00
parent a62cd6018e
commit 2a9e78b52e
37 changed files with 216 additions and 248 deletions

View file

@ -1,18 +1,18 @@
extends Level
class_name MainMenu
@onready var level_select = get_node("%MenuButton")
@onready var high_scores = get_node("%HighScores")
@onready var exit_button = get_node("%ExitGame")
@onready var level_select : MenuButton = get_node("%MenuButton")
@onready var high_scores : Button = get_node("%HighScores")
@onready var exit_button : Button = get_node("%ExitGame")
func _ready():
func _ready() -> void:
level_select.get_popup().id_pressed.connect(_on_item_menu_pressed)
high_scores.connect("pressed", Callable(self, "on_high_scores_pressed"))
exit_button.connect("pressed", Callable(self, "on_exit_pressed"))
update_game_state()
func _on_item_menu_pressed(id):
func _on_item_menu_pressed(id : int) -> void:
## Load the appropriate level based on the selection that has been made
Log.pr(id)
@ -36,12 +36,12 @@ func _on_item_menu_pressed(id):
# Load level 6
SceneMgr.load_scene("LEVEL6")
func on_high_scores_pressed():
func on_high_scores_pressed() -> void:
## Load the high scores screen
Log.pr("High scores button pressed")
SceneMgr.load_scene("HIGHSCORES")
pass
func on_exit_pressed():
func on_exit_pressed() -> void:
# Quit the game
get_tree().quit()