some cleanup of the code

This commit is contained in:
Chris Cromer 2022-04-12 11:33:22 -04:00
parent ecd6fe45b2
commit 219b277e5c
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
8 changed files with 57 additions and 57 deletions

View File

@ -55,39 +55,39 @@ void Main::_physics_process(float delta)
}
}
void Main::set_full_screen(bool new_full_screen)
void Main::set_full_screen(bool full_screen)
{
full_screen = new_full_screen;
this->full_screen = full_screen;
}
bool Main::get_full_screen()
{
return full_screen;
return this->full_screen;
}
void Main::set_window_size(Vector2 new_window_size)
void Main::set_window_size(Vector2 window_size)
{
window_size = new_window_size;
this-> window_size = window_size;
}
Vector2 Main::get_window_size()
{
return window_size;
return this->window_size;
}
void Main::set_launch_screen(int8_t new_launch_screen)
void Main::set_launch_screen(int8_t launch_screen)
{
launch_screen = new_launch_screen;
this->launch_screen = launch_screen;
}
int8_t Main::get_launch_screen()
{
if (launch_screen == -1)
if (this->launch_screen == -1)
{
return _os->get_current_screen();
}
else
{
return launch_screen;
return this->launch_screen;
}
}

View File

@ -89,9 +89,9 @@ namespace godot
/**
* @brief Set the full screen object.
*
* @param[in] new_full_screen The new full screen state.
* @param[in] full_screen The new full screen state.
*/
void set_full_screen(bool new_full_screen);
void set_full_screen(bool full_screen);
/**
* @brief Get the full screen object.
@ -104,9 +104,9 @@ namespace godot
/**
* @brief Set the window size object.
*
* @param[in] new_window_size The new window size.
* @param[in] window_size The new window size.
*/
void set_window_size(Vector2 new_window_size);
void set_window_size(Vector2 window_size);
/**
* @brief Get the window size object.
@ -118,9 +118,9 @@ namespace godot
/**
* @brief Set the launch screen object.
*
* @param[in] new_launch_screen The launch screen to use.
* @param[in] launch_screen The launch screen to use.
*/
void set_launch_screen(int8_t new_launch_screen);
void set_launch_screen(int8_t launch_screen);
/**
* @brief Get the launch screen object.

View File

@ -1,4 +1,4 @@
#include "Player.h"
#include "player/Player.h"
#include <Camera2D.hpp>
#include <TileMap.hpp>
@ -112,54 +112,54 @@ void Player::_physics_process(float delta)
}
}
void Player::set_sprite_frames(Ref<SpriteFrames> new_sprite_frames)
void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames)
{
sprite_frames = new_sprite_frames;
this->sprite_frames = sprite_frames;
}
Ref<SpriteFrames> Player::get_sprite_frames()
{
return sprite_frames;
return this->sprite_frames;
}
void Player::set_speed(float new_speed)
void Player::set_speed(float speed)
{
speed = new_speed;
this->speed = speed;
}
float Player::get_speed()
{
return speed;
return this->speed;
}
void Player::set_jump_force(float new_jump_force)
void Player::set_jump_force(float jump_force)
{
jump_force = new_jump_force;
this->jump_force = jump_force;
}
float Player::get_jump_force()
{
return jump_force;
return this->jump_force;
}
void Player::set_gravity(float new_gravity)
void Player::set_gravity(float gravity)
{
gravity = new_gravity;
this->gravity = gravity;
}
float Player::get_gravity()
{
return gravity;
return this->gravity;
}
void Player::set_run_speed(float new_run_speed)
void Player::set_run_speed(float run_speed)
{
run_speed = new_run_speed;
this->run_speed = run_speed;
}
float Player::get_run_speed()
{
return run_speed;
return this->run_speed;
}
void Player::set_double_jump(bool double_jump)

View File

@ -112,9 +112,9 @@ namespace godot
/**
* @brief Set the sprite frames object.
*
* @param[in] new_sprite_frames The new sprite frame.
* @param[in] sprite_frames The new sprite frame.
*/
void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
void set_sprite_frames(Ref<SpriteFrames> sprite_frames);
/**
* @brief Get the sprite frames object.
@ -126,9 +126,9 @@ namespace godot
/**
* @brief Set the speed object.
*
* @param[in] new_speed The new speed.
* @param[in] speed The new speed.
*/
void set_speed(float new_speed);
void set_speed(float speed);
/**
* @brief Get the speed object.
@ -140,9 +140,9 @@ namespace godot
/**
* @brief Set the jump force object.
*
* @param[in] new_jump_force The new force applied to the player to make him jump.
* @param[in] jump_force The new force applied to the player to make him jump.
*/
void set_jump_force(float new_jump_force);
void set_jump_force(float jump_force);
/**
* @brief Get the jump force object.
@ -154,9 +154,9 @@ namespace godot
/**
* @brief Set the gravity object.
*
* @param[in] new_gravity The new gravity to apply to the player.
* @param[in] gravity The new gravity to apply to the player.
*/
void set_gravity(float new_gravity);
void set_gravity(float gravity);
/**
* @brief Get the gravity object.
@ -168,9 +168,9 @@ namespace godot
/**
* @brief Set the run speed object.
*
* @param[in] new_run_speed The new speed for running.
* @param[in] run_speed The new speed for running.
*/
void set_run_speed(float new_run_speed);
void set_run_speed(float run_speed);
/**
* @brief Get the run speed object.

View File

@ -33,9 +33,9 @@ void State::_state_exit(const String state, const Array args)
WARN_PRINT("State " + state + " is missing its _state_exit method!");
}
void State::set_parent(Node *new_parent)
void State::set_parent(Node *parent)
{
parent = new_parent;
this->parent = parent;
}
Node *State::get_parent()
@ -43,12 +43,12 @@ Node *State::get_parent()
return parent;
}
void State::set_state_machine(StateMachine *new_state_machine)
void State::set_state_machine(StateMachine *state_machine)
{
state_machine = new_state_machine;
this->state_machine = state_machine;
}
StateMachine *State::get_state_machine()
{
return state_machine;
return this->state_machine;
}

View File

@ -33,11 +33,11 @@ namespace godot
virtual void _state_exit(const String state, const Array args = Array());
virtual void set_parent(Node *new_parent) final;
virtual void set_parent(Node *parent) final;
virtual Node *get_parent() final;
virtual void set_state_machine(StateMachine *new_state_machine) final;
virtual void set_state_machine(StateMachine *state_machine) final;
virtual StateMachine *get_state_machine() final;
};

View File

@ -155,24 +155,24 @@ Variant StateMachine::_call(const String method, const Array &args)
return this->call(method, args);
}
void StateMachine::set_default_state(const String new_default_state)
void StateMachine::set_default_state(const String default_state)
{
default_state = new_default_state;
this->default_state = default_state;
}
String StateMachine::get_default_state()
{
return default_state;
return this->default_state;
}
void StateMachine::set_current_state(const String new_current_sate)
void StateMachine::set_current_state(const String current_sate)
{
current_state = new_current_sate;
this->current_state = current_sate;
}
String StateMachine::get_current_state()
{
return current_state;
return this->current_state;
}
void StateMachine::set_debug(bool debug)

View File

@ -74,7 +74,7 @@ namespace godot
return _call(method, Array::make(args...));
}
void set_default_state(const String new_default_state);
void set_default_state(const String default_state);
String get_default_state();
@ -82,7 +82,7 @@ namespace godot
bool get_debug();
void set_current_state(const String new_current_state);
void set_current_state(const String current_state);
String get_current_state();