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-rw-r--r--addons/escoria-core/testing/player_angles_finder.gd20
1 files changed, 12 insertions, 8 deletions
diff --git a/addons/escoria-core/testing/player_angles_finder.gd b/addons/escoria-core/testing/player_angles_finder.gd
index e47b83c..3c2c48a 100644
--- a/addons/escoria-core/testing/player_angles_finder.gd
+++ b/addons/escoria-core/testing/player_angles_finder.gd
@@ -8,11 +8,7 @@ extends Node2D
# Clicking under his feet is angle 180.
# etc.
-var number_of_directions: int
-var angle_horizontal_axes: float
-var angle_vertical_axes: float
-var angle_diagonal_axes: float
-const POLYGON_DISTANCE = 400
+
enum Directions {
NORTH, # 0
@@ -25,7 +21,9 @@ enum Directions {
NORTHWEST # 7
}
-const starting_angles = [
+const POLYGON_DISTANCE = 400
+
+const STARTING_ANGLES = [
0, # 0 NORTH
PI/4, # 1 NORTHEAST
PI/2, # 2 EAST
@@ -36,6 +34,12 @@ const starting_angles = [
7*PI/4, # 7 NORTHWEST
]
+var number_of_directions: int
+var angle_horizontal_axes: float
+var angle_vertical_axes: float
+var angle_diagonal_axes: float
+
+
var colors = [
Color("red"), # 0 NORTH
Color("green"), # 1 NORTHEAST
@@ -153,7 +157,7 @@ func calculate_areas(nb_directions: int = 8):
# Then minus angle_area/2 to align on direction
start_angle = PI/2 + angle_area / 2
- var angle_start = starting_angles[i] - start_angle
+ var angle_start = STARTING_ANGLES[i] - start_angle
var angle_end = angle_start + angle_area
angles.push_back([angle_start, angle_end])
@@ -217,7 +221,7 @@ func _on_angle_diag_text_changed(new_text: String):
calculate_areas()
-func _on_area_click(viewport: Object, event: InputEvent, shape_idx: int, area_name: String):
+func _on_area_click(_viewport: Object, event: InputEvent, _shape_idx: int, _area_name: String):
if event is InputEventMouseButton and event.is_pressed():
pass