enabled enforced static typing

This commit is contained in:
2024-02-22 06:22:22 +11:00
parent e1a867d2a9
commit a93660f755
1645 changed files with 24730 additions and 2078 deletions

View File

@@ -1,10 +1,11 @@
extends Control
class_name MainMenu extends Control
var confirmation_popup_scene = preload("res://Scenes/Menus/confirmation_popup.tscn")
var text_input_popup_scene = preload("res://Scenes/Menus/text_input_popup.tscn")
var multiplayer_lobby_scene_path = "res://Scenes/multiplayer_lobby.tscn"
var options_menu_scene = preload("res://Scenes/Menus/options_menu.tscn")
@export var bg_level : Level
@export var bg_level: Level
var confirmation_popup_scene: PackedScene = preload("res://Scenes/Menus/confirmation_popup.tscn")
var text_input_popup_scene: PackedScene = preload("res://Scenes/Menus/text_input_popup.tscn")
var multiplayer_lobby_scene_path: String = "res://Scenes/multiplayer_lobby.tscn"
var options_menu_scene: PackedScene = preload("res://Scenes/Menus/options_menu.tscn")
func _ready() -> void:
@@ -15,42 +16,43 @@ func _ready() -> void:
bg_level.a_star_graph_3d.place_random_towers(20)
bg_level.a_star_graph_3d.disable_all_tower_frames()
Game.level = bg_level
var new_wave = WaveManager.generate_wave(400, bg_level.enemy_pool)
for spawn in bg_level.enemy_spawns:
spawn.signal_for_after_enemy_died = enemy_died
spawn.signal_for_after_enemy_reached_goal = damage_goal
spawn.signal_for_when_enemy_spawns.connect(increase_enemy_count)
var new_wave: Dictionary = WaveManager.generate_wave(400, bg_level.enemy_pool)
for spawn: EnemySpawner in bg_level.enemy_spawns:
spawn.enemy_died_callback = enemy_died
spawn.enemy_reached_goal_callback = damage_goal
spawn.enemy_spawned.connect(increase_enemy_count)
spawn.spawn_wave(new_wave)
#these exist purely to make the enemies that spawn on the main menu happy
func enemy_died(_some_arg):
func enemy_died(_some_arg: Enemy) -> void:
pass
func damage_goal(_some_arg1, _some_arg2):
func damage_goal(_some_arg1: int, _some_arg2: int) -> void:
pass
func increase_enemy_count():
func increase_enemy_count() -> void:
pass
func _on_display_name_edit_pressed() -> void:
var popup = text_input_popup_scene.instantiate() as TextInputPopup
var popup: TextInputPopup = text_input_popup_scene.instantiate() as TextInputPopup
popup.set_popup(Data.player_profile.display_name, "Display Name", "Confirm")
popup.completed.connect(change_profile_display_name)
add_child(popup)
func change_profile_display_name(display_name):
func change_profile_display_name(display_name: String) -> void:
$ProfileEditor/VBoxContainer/HBoxContainer/DisplayName.text = display_name
Data.player_profile.set_display_name(display_name)
func _on_quit_button_pressed() -> void:
var popup = confirmation_popup_scene.instantiate() as ConfirmationPopup
var popup: ConfirmationPopup = confirmation_popup_scene.instantiate() as ConfirmationPopup
popup.set_popup("Are you sure you want to quit?", "Yes", "No")
popup.completed.connect(quit_game)
add_child(popup)
func quit_game(confirmation):
func quit_game(confirmation: bool) -> void:
if confirmation:
get_tree().quit()
@@ -60,7 +62,7 @@ func _on_play_button_pressed() -> void:
func _on_options_button_pressed() -> void:
var menu = options_menu_scene.instantiate()
var menu: OptionsMenu = options_menu_scene.instantiate()
add_child(menu)