🎨 Auto-format GDScript code

Automated formatting applied by tools/run_development.py

🤖 Generated by Gitea Actions
Workflow: Continuous Integration
Run: http://server:3000/nett00n/skelly/actions/runs/90
This commit is contained in:
Gitea Actions
2025-10-01 11:05:19 +00:00
parent 3b8da89ad5
commit 1f1c394587
28 changed files with 655 additions and 1945 deletions

View File

@@ -20,20 +20,15 @@ func _ready() -> void:
# GameManager will set the gameplay mode, don't set default here
DebugManager.log_debug(
"Game _ready() completed, waiting for GameManager to set gameplay mode",
"Game"
"Game _ready() completed, waiting for GameManager to set gameplay mode", "Game"
)
func set_gameplay_mode(mode: String) -> void:
DebugManager.log_info(
"set_gameplay_mode called with mode: %s" % mode, "Game"
)
DebugManager.log_info("set_gameplay_mode called with mode: %s" % mode, "Game")
current_gameplay_mode = mode
await load_gameplay(mode)
DebugManager.log_info(
"set_gameplay_mode completed for mode: %s" % mode, "Game"
)
DebugManager.log_info("set_gameplay_mode completed for mode: %s" % mode, "Game")
func load_gameplay(mode: String) -> void:
@@ -42,35 +37,24 @@ func load_gameplay(mode: String) -> void:
# Clear existing gameplay and wait for removal
var existing_children = gameplay_container.get_children()
if existing_children.size() > 0:
DebugManager.log_debug(
"Removing %d existing children" % existing_children.size(), "Game"
)
DebugManager.log_debug("Removing %d existing children" % existing_children.size(), "Game")
for child in existing_children:
DebugManager.log_debug(
"Removing existing child: %s" % child.name, "Game"
)
DebugManager.log_debug("Removing existing child: %s" % child.name, "Game")
child.queue_free()
# Wait for children to be properly removed from scene tree
await get_tree().process_frame
DebugManager.log_debug(
(
"Children removal complete, container count: %d"
% gameplay_container.get_child_count()
),
"Children removal complete, container count: %d" % gameplay_container.get_child_count(),
"Game"
)
# Load new gameplay
if GAMEPLAY_SCENES.has(mode):
DebugManager.log_debug(
"Found scene path: %s" % GAMEPLAY_SCENES[mode], "Game"
)
DebugManager.log_debug("Found scene path: %s" % GAMEPLAY_SCENES[mode], "Game")
var gameplay_scene = load(GAMEPLAY_SCENES[mode])
var gameplay_instance = gameplay_scene.instantiate()
DebugManager.log_debug(
"Instantiated gameplay: %s" % gameplay_instance.name, "Game"
)
DebugManager.log_debug("Instantiated gameplay: %s" % gameplay_instance.name, "Game")
gameplay_container.add_child(gameplay_instance)
DebugManager.log_debug(
(
@@ -85,9 +69,7 @@ func load_gameplay(mode: String) -> void:
gameplay_instance.score_changed.connect(_on_score_changed)
DebugManager.log_debug("Connected score_changed signal", "Game")
else:
DebugManager.log_error(
"Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game"
)
DebugManager.log_error("Gameplay mode '%s' not found in GAMEPLAY_SCENES" % mode, "Game")
func set_global_score(value: int) -> void:
@@ -120,15 +102,10 @@ func _on_back_button_pressed() -> void:
if gameplay_instance and gameplay_instance.has_method("save_current_state"):
DebugManager.log_info("Saving grid state before exit", "Game")
# Make sure the gameplay instance is still valid and not being destroyed
if (
is_instance_valid(gameplay_instance)
and gameplay_instance.is_inside_tree()
):
if is_instance_valid(gameplay_instance) and gameplay_instance.is_inside_tree():
gameplay_instance.save_current_state()
else:
DebugManager.log_warn(
"Gameplay instance invalid, skipping grid save on exit", "Game"
)
DebugManager.log_warn("Gameplay instance invalid, skipping grid save on exit", "Game")
# Save the current score immediately before exiting
SaveManager.finish_game(global_score)
@@ -139,10 +116,7 @@ func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_back"):
# Handle gamepad/keyboard back action - same as back button
_on_back_button_pressed()
elif (
event.is_action_pressed("action_south")
and Input.is_action_pressed("action_north")
):
elif event.is_action_pressed("action_south") and Input.is_action_pressed("action_north"):
# Debug: Switch to clickomania when primary+secondary actions pressed together
if current_gameplay_mode == "match3":
set_gameplay_mode("clickomania")