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type some variables
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Patashu committed Jul 21, 2024
1 parent a6e7274 commit 2246353
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Showing 7 changed files with 191 additions and 191 deletions.
88 changes: 44 additions & 44 deletions Actor.gd
Original file line number Diff line number Diff line change
Expand Up @@ -2,72 +2,72 @@ extends ActorBase
class_name Actor

var gamelogic = null
var actorname = -1
var stored_position = Vector2.ZERO
var pos = Vector2.ZERO
var actorname : int = -1
var stored_position : Vector2 = Vector2.ZERO
var pos : Vector2 = Vector2.ZERO
#var state = {}
var broken = false
var powered = false
var dinged = false;
var broken : bool = false
var powered : bool = false
var dinged : bool = false;
# -1 for grounded, 0 for falling, 1+ for turns of coyote time left
var airborne = -1
var strength = 0
var heaviness = 0
var durability = 0
var fall_speed = -1
var floats = false
var climbs = false
var is_character = false
var time_colour = 0
var airborne : int = -1
var strength : int = 0
var heaviness : int = 0
var durability : int = 0
var fall_speed : int = -1
var floats : bool = false
var climbs : bool = false
var is_character : bool = false
var time_colour : int = 0
var time_bubble = null
var momentum = Vector2.ZERO;
var boulder_moved_horizontally_this_turn = false;
var momentum : Vector2 = Vector2.ZERO;
var boulder_moved_horizontally_this_turn : bool = false;
# undo trails logic
var is_ghost = false
var is_ghost : bool = false
var next_ghost = null;
var previous_ghost = null;
var ghost_index = 0;
var ghost_dir = Vector2.ZERO;
var ghost_timer = 0;
var ghost_timer_max = 2;
var color = Color(1, 1, 1, 1);
var ghost_alpha = 1.0;
var ghost_index : int = 0;
var ghost_dir : Vector2 = Vector2.ZERO;
var ghost_timer : float = 0.0;
var ghost_timer_max : float = 2.0;
var color : Color = Color(1, 1, 1, 1);
var ghost_alpha : float = 1.0;
# animation system logic
var animation_timer = 0;
var animation_timer_max = 0.05;
var animations = [];
var facing_left = false;
var animation_timer : float = 0.0;
var animation_timer_max : float = 0.05;
var animations : Array = [];
var facing_left : bool = false;
# animated sprites logic
var frame_timer = 0;
var frame_timer_max = 0.1;
var post_mortem = -1;
var frame_timer : float = 0.0;
var frame_timer_max : float = 0.1;
var post_mortem : int = -1;
# light fluster logic
var fluster_timer = 0;
var fluster_timer_max = 0;
var fluster_timer : float = 0.0;
var fluster_timer_max : float = 0.0;
# ding
var ding = null;
# crystal effects
var is_crystal = false;
var crystal_timer = 0;
var crystal_timer_max = 1.6;
var is_crystal : float = false;
var crystal_timer : float = 0.0;
var crystal_timer_max : float = 1.6;
# cuckoo clock
var ticks = 1000;
var ticks : int = 1000;
var thought_bubble = null;
var ripple = null;
var ripple_timer = 0;
var ripple_timer_max = 1;
var ripple_timer : float = 0.0;
var ripple_timer_max : float = 1.0;
# night and stars
var in_night = false;
var in_stars = false;
var in_night : bool = false;
var in_stars : bool = false;
# transient multi-push/multi-fall state:
# basically, things that move become non-colliding until the end of the multi-push/fall tick they're
# a part of, so other things that shared their tile can move with them
var just_moved = false;
var just_moved : bool = false;
# joke goals logic
var joke_goal = null;
# action lines!
var action_lines_timer = 0;
var action_lines_timer_max = 0.25;
var action_lines_timer : float = 0.0;
var action_lines_timer_max : float = 0.25;
var propellor = null;
var fade_tween = null;

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