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

@ -1,7 +1,7 @@
class_name GameStateManager extends Node
## THIS SHOULD NOT EXIST HERE BUT I AM NOT GOING TO MAKE A NEW CLASS FOR IT RIGHT NOW
@onready var default_cursor := preload("res://resources/cursors/pointer_a.png")
@onready var default_cursor : Resource = preload("res://resources/cursors/pointer_a.png")
var placing_drone : bool = false
@ -59,13 +59,13 @@ var judge_level_par : int = 0 :
get:
## Return an amount of points based on the difference between the number of drones_used and the level_par
## Using more drones than the par is bad and should result in less points
var diff = drones_used - level_par
var diff : int = drones_used - level_par
if diff > 0:
return -diff * 100
else:
return 0
func _process(delta) -> void:
func _process(delta : float) -> void:
if level_started and !level_complete and !game_over:
level_timer += delta

View file

@ -1,8 +1,8 @@
class_name HighScores extends Node
@onready var loaded_data = SaveStateResource.new()
@onready var loaded_data : SaveStateResource = SaveStateResource.new()
func save():
func save() -> void:
var save_data : SaveStateResource = SaveStateResource.new()
save_data.level_1_score = loaded_data.level_1_score
@ -17,7 +17,7 @@ func save():
ResourceSaver.save(save_data, "user://savedata.tres")
func load():
func load() -> void:
var save_data : SaveStateResource = load("user://savedata.tres")
if save_data:
@ -31,14 +31,14 @@ func load():
loaded_data.total_bees_killed = save_data.total_bees_killed
loaded_data.total_honey_collected = save_data.total_honey_collected
func add_honey(honey : int):
func add_honey(honey : int) -> void:
loaded_data.total_honey_collected += honey
func add_dead_bees(dead : int):
func add_dead_bees(dead : int) -> void:
loaded_data.total_bees_killed += dead
func update_highscore(level : int, points : int) -> void:
var current_highscore = get_level_highscore(level)
var current_highscore : int = get_level_highscore(level)
if points > current_highscore:
match level:
@ -56,11 +56,11 @@ func update_highscore(level : int, points : int) -> void:
loaded_data.level_6_score = points
pass
func debug_save_high_score():
func debug_save_high_score() -> void:
loaded_data.level_1_score = 3000
save()
func debug_output():
func debug_output() -> void:
Log.pr("High Scores", loaded_data.level_1_score)
func get_level_highscore(level : int) -> int:

View file

@ -1,9 +1,9 @@
class_name StringUtilities extends Node
func seconds_to_hms(seconds: float) -> String:
var ms = fmod(seconds, 1) * 100
var s = fmod(seconds, 60)
var m = fmod(seconds, 3600) / 60
var ms : float = fmod(seconds, 1) * 100
var s : float = fmod(seconds, 60)
var m : float = fmod(seconds, 3600) / 60
var formatted : String = "%02d:%02d:%02d" % [m, s, ms]
@ -15,14 +15,14 @@ func seconds_to_hms(seconds: float) -> String:
func format_number(number: int) -> String:
# Handle negative numbers by adding the "minus" sign in advance, as we discard it
# when looping over the number.
var formatted_number := "-" if sign(number) == -1 else ""
var index := 0
var number_string := str(abs(number))
var formatted_number : String = "-" if sign(number) == -1 else ""
var index : int = 0
var number_string : String = str(abs(number))
for digit in number_string:
for digit : String in number_string:
formatted_number += digit
var counter := number_string.length() - index
var counter : int = number_string.length() - index
# Don't add a comma at the end of the number, but add a comma every 3 digits
# (taking into account the number's length).