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

@ -1,26 +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")