@onready var pivot := $Pivot
-func _physics_process(delta):
+func _physics_process(delta) -> void:
var distance_to_player := global_position.distance_to(player.global_position)
if player.get_meta("noise") > noise_threshold:
rotate_y(deg_to_rad(pivot.rotation.y * turn_speed))
-func can_see_player():
+func can_see_player() -> bool:
var space_state = get_world_3d().get_direct_space_state()
var params = PhysicsRayQueryParameters3D.new()
params.from = global_transform.origin + Vector3.UP
player.connect("recharge_battery", _on_recharge_battery_command)
-func _on_object_detected(ob: Object):
+func _on_object_detected(ob: Object) -> void:
if !ob:
actionTextLabel.set_text("")
actionTextLabel.set_text(ob.name)
-func _on_recharge_battery_command():
+func _on_recharge_battery_command() -> void:
battery = 100
batteryLabel.set_text(format_battery_text(battery))
# each 1 seconds
-func _on_timer_1_timeout():
+func _on_timer_1_timeout() -> void:
battery = set_battery_percentage(battery)
batteryLabel.set_text(format_battery_text(battery))
# each 0.25 seconds
-func _on_timer_0_25_timeout():
+func _on_timer_0_25_timeout() -> void:
timeLabel.set_text(set_rand_timer(timeLabel.get_text()))
extends Control
-@export var playBtnSscene : String
-@export var settingsBtnScene : String
-@export var creditsBtnScene : String
+@export var playBtnSscene: String
+@export var settingsBtnScene: String
+@export var creditsBtnScene: String
@onready var fade_out_options = SceneManager.create_options()
@onready var fade_in_options = SceneManager.create_options()
@onready var general_options = SceneManager.create_general_options()
+
# Called when the node enters the scene tree for the first time.
-func _ready():
+func _ready() -> void:
SceneManager.process_mode = Node.PROCESS_MODE_ALWAYS
SceneManager.validate_scene(playBtnSscene)
SceneManager.validate_scene(settingsBtnScene)
SceneManager.validate_scene(creditsBtnScene)
-func _on_play_button_pressed():
+func _on_play_button_pressed() -> void:
SceneManager.change_scene(playBtnSscene, fade_out_options, fade_in_options, general_options)
-func _on_settings_button_pressed():
+func _on_settings_button_pressed() -> void:
SceneManager.change_scene(settingsBtnScene, fade_out_options, fade_in_options, general_options)
-func _on_credits_button_pressed():
+func _on_credits_button_pressed() -> void:
SceneManager.change_scene(creditsBtnScene, fade_out_options, fade_in_options, general_options)
-func _on_exit_button_pressed():
+func _on_exit_button_pressed() -> void:
get_tree().quit()
extends Control
-@export var settingsBtnScene : String
-@export var exitBtnScene : String
+@export var settingsBtnScene: String
+@export var exitBtnScene: String
@onready var fade_out_options = SceneManager.create_options()
@onready var fade_in_options = SceneManager.create_options()
@onready var general_options = SceneManager.create_general_options()
-func _init():
+
+func _init() -> void:
SceneManager.validate_scene(settingsBtnScene)
SceneManager.validate_scene(exitBtnScene)
-func _input(event):
+func _input(event) -> void:
if event.is_action_pressed("ui_cancel"):
print(get_tree().paused)
if not get_tree().paused:
unpause()
-func _on_unpause_button_pressed():
+func _on_unpause_button_pressed() -> void:
unpause()
-func _on_exit_button_pressed():
+func _on_exit_button_pressed() -> void:
get_tree().paused = false
SceneManager.change_scene(exitBtnScene, fade_out_options, fade_in_options, general_options)
-func pause():
+func pause() -> void:
get_tree().paused = true
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
show()
-func unpause():
+func unpause() -> void:
hide()
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
get_tree().paused = false
# Called when the node enters the scene tree for the first time.
-func _ready():
+func _ready() -> void:
yaw = 0.0
pitch = 0.0
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
-func _input(event):
+func _input(event) -> void:
# release the mouse on esc
if event.is_action_pressed("ui_cancel"):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# Called every frame. 'delta' is the elapsed time since the previous frame.
-func _process(delta):
+func _process(delta) -> void:
if Input.is_action_pressed("ui_up"):
translate(position - global_basis * Vector3(0, 0, 1) * delta * flyspeed * .01)
if Input.is_action_pressed("ui_down"):
change_object_detected_status(ray.get_collider())
-func change_object_detected_status(ob: Object):
+func change_object_detected_status(ob: Object) -> void:
var new_object_status := false
if ob: # is not null
new_object_status = true
# Called every frame. 'delta' is the elapsed time since the previous frame.
-func _physics_process(delta):
+func _physics_process(delta) -> void:
var direction := Vector3.ZERO
var speed_mod: float = 1
var noise_mod: float = 1
# each second
-func _on_timer_timeout():
+func _on_timer_timeout() -> void:
noise = clamp(noise - 1, 0, 9)
set_meta("noise", noise)
print(noise)
# whenever the detection changes it emits an object (or null if nothing detected)
-func _on_object_detected(ob: Object):
+func _on_object_detected(ob: Object) -> void:
object_detected = ob