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

@ -1,15 +1,15 @@
extends Control
@onready var main_menu_button = get_node("%MainMenu")
@onready var main_menu_button : Button = get_node("%MainMenu")
func _ready():
func _ready() -> void:
visible = false
main_menu_button.connect("pressed", Callable(self, "on_main_menu_pressed"))
func _process(_delta):
func _process(_delta : float) -> void:
if GameState.game_over == true:
visible = true
func on_main_menu_pressed():
func on_main_menu_pressed() -> void:
GameState.reset()
SceneMgr.load_scene("MAINMENU")

View file

@ -1,26 +1,26 @@
extends Control
@onready var time_label = get_node("%TimeSpent")
@onready var drones_label = get_node("%DronesUsed")
@onready var points_label = get_node("%TotalPoints")
@onready var time_label : Label = get_node("%TimeSpent")
@onready var drones_label : Label = get_node("%DronesUsed")
@onready var points_label : Label = get_node("%TotalPoints")
@onready var main_menu_button = get_node("%MainMenu")
@onready var main_menu_button : Button = get_node("%MainMenu")
func _ready():
func _ready() -> void:
visible = false
main_menu_button.connect("pressed", Callable(self, "on_main_menu_pressed"))
func _process(_delta):
func _process(_delta : float) -> void:
if GameState.level_complete == true:
update_points()
visible = true
func update_points():
func update_points() -> void:
time_label.text = "Time Spent: " + Str.seconds_to_hms(GameState.level_timer)
drones_label.text = "Drones Used: " + str(GameState.drones_used)
points_label.text = "Total Points: " + Str.format_number(GameState.level_points)
func on_main_menu_pressed():
func on_main_menu_pressed() -> void:
GameState.reset()
SceneMgr.load_scene("MAINMENU")

View file

@ -4,18 +4,18 @@ class_name UIComponent
var update_interval : float = 1
var last_update : float = 0
@onready var nectar_bar = get_node("%NectarBar")
@onready var help_text_container = get_node("%HelpTextContainer")
@onready var help_text_items = help_text_container.get_children()
@onready var level_text_label = get_node("%LevelText")
@onready var level_timer_label = get_node("%LevelTimer")
@onready var par_text_label = get_node("%ParText")
@onready var bee_counter = get_node("%BeeCounter")
@onready var nectar_bar : ProgressBar = get_node("%NectarBar")
@onready var help_text_container : VBoxContainer = get_node("%HelpTextContainer")
@onready var help_text_items : Array[Node] = help_text_container.get_children()
@onready var level_text_label : Label = get_node("%LevelText")
@onready var level_timer_label : Label = get_node("%LevelTimer")
@onready var par_text_label : Label = get_node("%ParText")
@onready var bee_counter : Label = get_node("%BeeCounter")
var disable_pause : bool = false
func _ready():
func _ready() -> void:
hide_help_text()
update_ui()
%PauseMenu.hide()
@ -26,7 +26,7 @@ func _ready():
bee_counter.hide()
func _process(delta):
func _process(delta : float) -> void:
last_update += delta
disable_pause = false # This is a mega hacky way to stop the game instantly repausing after unpausing
@ -47,39 +47,39 @@ func _unhandled_input(event : InputEvent) -> void:
Log.pr("Game is not paused, so pausing it...")
pause_game()
func update_ui():
func update_ui() -> void:
nectar_bar.value = GameState.gathered_nectar
nectar_bar.max_value = GameState.required_nectar
bee_counter.text = "Bees: " + str(GameState.bees_available - GameState.dead_bees) + "/" + str(GameState.bees_available)
bee_counter.show()
func hide_help_text():
for item in help_text_items:
func hide_help_text() -> void:
for item : Node in help_text_items:
item.hide()
func show_help_text(label: String):
func show_help_text(label: String) -> void:
hide_help_text()
for item in help_text_items:
for item : Node in help_text_items:
if item.name == label:
item.show()
func update_level_text(text: String):
func update_level_text(text: String) -> void:
level_text_label.text = text
func update_par_text(text: String):
func update_par_text(text: String) -> void:
par_text_label.text = text
func quit_game():
func quit_game() -> void:
get_tree().paused = false
GameState.reset()
SceneMgr.load_scene("MAINMENU")
func pause_game():
func pause_game() -> void:
get_tree().paused = true
%PauseMenu.show()
func unpause_game():
func unpause_game() -> void:
Log.pr("Pause Menu: Close button pressed")
disable_pause = true
%PauseMenu.hide()