From 48fe41051d780d539017f30326d703fa3800cb84 Mon Sep 17 00:00:00 2001 From: Gyan-max Date: Tue, 17 Dec 2024 17:24:45 +0530 Subject: [PATCH] Fix pre-commit linting issues --- .../simple_character/simple_character.gd | 26 ++++++++----------- 1 file changed, 11 insertions(+), 15 deletions(-) diff --git a/addons/block_code/simple_nodes/simple_character/simple_character.gd b/addons/block_code/simple_nodes/simple_character/simple_character.gd index fe4d3a18..db241ccf 100644 --- a/addons/block_code/simple_nodes/simple_character/simple_character.gd +++ b/addons/block_code/simple_nodes/simple_character/simple_character.gd @@ -101,15 +101,15 @@ func _player_input_to_direction(player: String): # Gamepad input (new) if player == "player_1" or player == "player_2": - var joy_index = 0 if player == "player_1" else 1 # Assuming player 1 uses the first gamepad and player 2 uses the second + var joy_index = 0 if player == "player_1" else 1 # Assuming player 1 uses the first gamepad and player 2 uses the second # Horizontal movement (left stick x-axis) - direction.x += Input.get_joy_axis(joy_index, JOY_AXIS_0) # Left stick X-axis + direction.x += Input.get_joy_axis(joy_index, JOY_AXIS_0) # Left stick X-axis # Vertical movement (left stick y-axis) - direction.y += Input.get_joy_axis(joy_index, JOY_AXIS_1) # Left stick Y-axis + direction.y += Input.get_joy_axis(joy_index, JOY_AXIS_1) # Left stick Y-axis # You can also check for specific gamepad button presses if needed # For example, A button for jumping (Button 0) on player 1 and player 2 - if Input.is_joy_button_pressed(joy_index, JOY_BUTTON_0): # Button 0 (A button on most controllers) + if Input.is_joy_button_pressed(joy_index, JOY_BUTTON_0): # Button 0 (A button on most controllers) # Handle button press (for jumping or other actions) pass @@ -148,7 +148,6 @@ func move_with_player_buttons(player: String, kind: String, delta: float, input_ move_and_slide() - static func setup_custom_blocks(): var _class_name = "SimpleCharacter" var block_list: Array[BlockDefinition] = [] @@ -161,23 +160,21 @@ static func setup_custom_blocks(): block_definition.type = Types.BlockType.STATEMENT block_definition.display_template = "move with {player: NIL} buttons as {kind: NIL} using {input_type: NIL}" block_definition.description = """Move the character using the configured controls. You can select between keyboard or gamepad for the input. - + “Top-down” enables the character to move in both x (horizontal) and y (vertical) dimensions, like a top-down view. - + “Platformer” enables the character to move as in a side-scroller, with gravity affecting vertical movement. - + “Spaceship” uses the left/right controls to rotate and up/down controls to move forward or backward.""" - + # Updated code template to include input type block_definition.code_template = "move_with_player_buttons({player}, {kind}, delta, {input_type})" - + # Add new input type option (keyboard or gamepad) block_definition.defaults = { - "player": OptionData.new(["player_1", "player_2"]), - "kind": OptionData.new(["top-down", "platformer", "spaceship"]), - "input_type": OptionData.new(["keyboard", "gamepad"]) # Add gamepad option + "player": OptionData.new(["player_1", "player_2"]), "kind": OptionData.new(["top-down", "platformer", "spaceship"]), "input_type": OptionData.new(["keyboard", "gamepad"]) # Add gamepad option } - + # Add block definition to the block list block_list.append(block_definition) @@ -205,5 +202,4 @@ static func setup_custom_blocks(): }, } - // Add custom blocks to the catalog BlocksCatalog.add_custom_blocks(_class_name, block_list, property_list, property_settings)