style: apply gdformat formatting across the entire project

Auto-format all GDScript files using gdformat from gdtoolkit.
This is a baseline formatting pass to ensure consistent style:

- Normalizes indentation and spacing
- Wraps long lines to 100 characters
- Removes trailing whitespace
- Standardizes blank lines between functions

68 files reformatted, 8 files left unchanged (3rd-party addon files
with parse errors excluded).
This commit is contained in:
2026-07-05 23:06:23 +02:00
parent 28a2e42c41
commit 4463e524aa
69 changed files with 2253 additions and 1647 deletions
+18 -66
View File
@@ -6,13 +6,13 @@ const HEIGHT_SCALE := 40.0
const DATA_DIRECTORY := "res://terrain/jajce/data"
const TEXTURE_DIRECTORY := "res://terrain/jajce/textures"
func _initialize() -> void:
call_deferred("_generate")
func _generate() -> void:
DirAccess.make_dir_recursive_absolute(
ProjectSettings.globalize_path(TEXTURE_DIRECTORY)
)
DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(TEXTURE_DIRECTORY))
_generate_texture("grass_albedo.png", Color("#516f36"), Color("#79924c"), 17)
_generate_texture("soil_albedo.png", Color("#65513b"), Color("#92734d"), 29)
_generate_texture("rock_albedo.png", Color("#55534f"), Color("#89847b"), 43)
@@ -22,12 +22,7 @@ func _generate() -> void:
root.add_child(terrain)
await process_frame
var height_map := Image.create_empty(
MAP_SIZE,
MAP_SIZE,
false,
Image.FORMAT_RF
)
var height_map := Image.create_empty(MAP_SIZE, MAP_SIZE, false, Image.FORMAT_RF)
var noise := FastNoiseLite.new()
noise.seed = 1943
noise.frequency = 0.018
@@ -40,79 +35,36 @@ func _generate() -> void:
var world_z := float(image_z - HALF_SIZE)
var distance := Vector2(world_x, world_z).length()
var outside_play_area := smoothstep(20.0, 52.0, distance)
var ridge := 28.0 * _elliptical_peak(
world_x,
world_z,
-72.0,
18.0,
72.0,
48.0
)
var eastern_hill := 15.0 * _elliptical_peak(
world_x,
world_z,
105.0,
65.0,
110.0,
90.0
)
var southern_hill := 11.0 * _elliptical_peak(
world_x,
world_z,
-35.0,
-125.0,
130.0,
85.0
)
var river_trench := -5.0 * exp(
-pow((world_x - 25.0) / 18.0, 2.0)
var ridge := 28.0 * _elliptical_peak(world_x, world_z, -72.0, 18.0, 72.0, 48.0)
var eastern_hill := 15.0 * _elliptical_peak(world_x, world_z, 105.0, 65.0, 110.0, 90.0)
var southern_hill := (
11.0 * _elliptical_peak(world_x, world_z, -35.0, -125.0, 130.0, 85.0)
)
var river_trench := -5.0 * exp(-pow((world_x - 25.0) / 18.0, 2.0))
var broad_slope := maxf(0.0, (-world_x - 30.0) * 0.035)
var detail := noise.get_noise_2d(world_x, world_z) * 2.4
var height := (
ridge
+ eastern_hill
+ southern_hill
+ river_trench
+ broad_slope
+ detail
) * outside_play_area
height_map.set_pixel(
image_x,
image_z,
Color(height / HEIGHT_SCALE, 0.0, 0.0, 1.0)
(ridge + eastern_hill + southern_hill + river_trench + broad_slope + detail)
* outside_play_area
)
height_map.set_pixel(image_x, image_z, Color(height / HEIGHT_SCALE, 0.0, 0.0, 1.0))
terrain.data.import_images(
[height_map, null, null],
Vector3(-HALF_SIZE, 0.0, -HALF_SIZE),
0.0,
HEIGHT_SCALE
[height_map, null, null], Vector3(-HALF_SIZE, 0.0, -HALF_SIZE), 0.0, HEIGHT_SCALE
)
terrain.data.save_directory(DATA_DIRECTORY)
print("[TerrainGenerator] Generated bounded Jajce terrain and textures")
quit(0)
func _elliptical_peak(
x: float,
z: float,
center_x: float,
center_z: float,
width: float,
depth: float
x: float, z: float, center_x: float, center_z: float, width: float, depth: float
) -> float:
return exp(
-(
pow((x - center_x) / width, 2.0)
+ pow((z - center_z) / depth, 2.0)
)
)
return exp(-(pow((x - center_x) / width, 2.0) + pow((z - center_z) / depth, 2.0)))
func _generate_texture(
file_name: String,
dark_color: Color,
light_color: Color,
seed_value: int
file_name: String, dark_color: Color, light_color: Color, seed_value: int
) -> void:
var noise := FastNoiseLite.new()
noise.seed = seed_value