Refactored jet factory; added ControllerCommand enum to remove magic strings
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@@ -13,26 +13,27 @@ const PLAYER_MODE: int = 1
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@onready var player: Player = $player
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func process(delta: float) -> String:
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func process(delta: float) -> Globals.ControllerCommand:
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if CPU_MODE == control_mode:
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return cpu.process(delta)
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elif PLAYER_MODE == control_mode:
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return player.process(delta)
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return ""
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return Globals.ControllerCommand.NONE
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func physics_process(delta: float) -> String:
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func physics_process(delta: float) -> Globals.ControllerCommand:
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if CPU_MODE == control_mode:
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return cpu.physics_process(delta)
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elif PLAYER_MODE == control_mode:
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return player.physics_process(delta)
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return ""
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return Globals.ControllerCommand.NONE
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func unhandled_input(event: InputEvent) -> String:
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func unhandled_input(event: InputEvent) -> Globals.ControllerCommand:
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if CPU_MODE == control_mode:
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return cpu.unhandled_input(event)
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elif PLAYER_MODE == control_mode:
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return player.unhandled_input(event)
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return ""
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return Globals.ControllerCommand.NONE
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@@ -1,11 +1,11 @@
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class_name CPU extends Node
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func process(_delta: float) -> String:
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return ""
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func process(_delta: float) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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func physics_process(_delta: float) -> String:
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return ""
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func physics_process(_delta: float) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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func unhandled_input(_event: InputEvent) -> String:
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return ""
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func unhandled_input(_event: InputEvent) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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@@ -1,28 +1,28 @@
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class_name Player extends Node
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func process(_delta: float) -> String:
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func process(_delta: float) -> Globals.ControllerCommand:
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if Input.is_action_pressed("pull_up"):
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return "pull_up"
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return Globals.ControllerCommand.PULL_UP
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if Input.is_action_pressed("push_down"):
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return "push_down"
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return Globals.ControllerCommand.PUSH_DOWN
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if Input.is_action_pressed("yaw_left"):
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return "yaw_left"
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return Globals.ControllerCommand.YAW_LEFT
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if Input.is_action_pressed("yaw_right"):
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return "yaw_right"
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return Globals.ControllerCommand.YAW_RIGHT
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if Input.is_action_pressed("roll_left"):
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return "roll_left"
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return Globals.ControllerCommand.ROLL_LEFT
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if Input.is_action_pressed("roll_right"):
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return "roll_right"
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return Globals.ControllerCommand.ROLL_RIGHT
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if Input.is_action_pressed("throttle_up"):
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return "throttle_up"
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return Globals.ControllerCommand.THROTTLE_UP
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if Input.is_action_pressed("throttle_down"):
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return "throttle_down"
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return Globals.ControllerCommand.THROTTLE_DOWN
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return ""
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return Globals.ControllerCommand.NONE
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func physics_process(_delta: float) -> String:
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return ""
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func physics_process(_delta: float) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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func unhandled_input(_event: InputEvent) -> String:
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return ""
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func unhandled_input(_event: InputEvent) -> Globals.ControllerCommand:
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return Globals.ControllerCommand.NONE
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