Merge pull request #258 from Excello-Recherche-Education/remove-useless-functions

Remove useless functions
This commit is contained in:
Adrien Ufferte
2026-02-24 16:17:33 +01:00
committed by GitHub
8 changed files with 0 additions and 117 deletions
-18
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@@ -143,24 +143,6 @@ func set_lesson_label(ind: int, text: String) -> void:
lesson_buttons[ind].text = text
func pop_animation() -> void:
var tween: Tween = create_tween()
tween.set_parallel(true)
for flower_control: TextureRect in flower_controls:
tween.tween_property(flower_control, "scale", Vector2(0, 0), 0.1)
for lesson_button_control: LessonButton in get_lesson_buttons():
tween.tween_property(lesson_button_control, "scale", Vector2(0.7, 0.7), 0.1)
await tween.finished
tween = create_tween()
tween.set_parallel(true)
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_BOUNCE)
for flower_control: TextureRect in flower_controls:
tween.tween_property(flower_control, "scale", Vector2(1., 1.), 0.9)
for lesson_button_control: LessonButton in get_lesson_buttons():
tween.tween_property(lesson_button_control, "scale", Vector2(1., 1.), 0.9)
func get_progress_ratio() -> float:
if max_progression <= 0.0:
return 0.0
-12
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@@ -64,17 +64,5 @@ func _on_button_focus_exited() -> void:
focus_changed.emit(false)
func no_gp_mode() -> void:
button.show()
container.hide()
size.y = 0
func gp_mode() -> void:
button.hide()
container.show()
size.y = 0
func _on_button_pressed() -> void:
new_gp_asked.emit()
-4
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@@ -24,10 +24,6 @@ func create_sub_elements_list() -> void:
}
func get_lesson_for_element(id: int) -> int:
return Database.get_min_lesson_for_sentence_id(id) + 1
func _on_list_title_new_search(new_text: String) -> void:
for element: WordListElement in elements_container.get_children():
var found: bool = false
-22
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@@ -122,28 +122,6 @@ func _smooth_points(points: Array) -> Array:
return Bezier.bezier_sampling(points, maxi(points_per_curve, points.size()))
func set_points(points: Array) -> void:
curve.clear_points()
for point: Vector2 in points:
curve.add_point(point)
func set_guide_progress(progress: float) -> void:
guide.progress = progress
func get_guide_progress() -> float:
return guide.progress
func get_guide_progress_ratio() -> float:
return guide.progress_ratio
func set_hand_progress(progress: float) -> void:
hand.progress = progress
func start() -> void:
is_playing = true
guide_sprite.show()
-4
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@@ -62,10 +62,6 @@ func highlight() -> void:
highlight_fx.play()
func is_highlighted() -> bool:
return highlight_fx.is_playing
func right() -> void:
label.label_settings = label.label_settings.duplicate()
label.label_settings.font_color = Minigame.LABEL_COLOR_NEUTRAL
@@ -105,12 +105,6 @@ func _stop_highlight() -> void:
monkey.stop_highlight()
func _reset_plank_label() -> void:
Log.trace("MonkeysMinigame: ResetPlankLabel")
var word: String = _get_current_stimulus().Word as String
word_label.text = "_".repeat(word.length())
func _play_monkey_stimulus(monkey: Monkey) -> void:
var coroutine: Coroutine = Coroutine.new()
coroutine.add_future(monkey.talk)
-12
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@@ -4,18 +4,6 @@ extends Node
static var factorial_cache: Dictionary[int, int] = {}
static func bezier_square_error(current_points: Array, ref_points: Array) -> float:
var samples: Array[Vector2] = bezier_sampling(current_points, 25)
var curve: Curve2D = Curve2D.new()
for point: Vector2 in samples:
curve.add_point(point)
var error: float = 0.0
for point: Vector2 in ref_points:
var curve_point: Vector2 = curve.get_closest_point(point)
error += pow(curve_point.distance_to(point), 2.0)
return error
static func bezier_sampling(points: Array, number_of_samples: int) -> Array[Vector2]:
var sample_points: Array[Vector2] = []
if number_of_samples <= 0:
-39
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@@ -281,45 +281,6 @@ func test_bezier_sampling_matches_direct_evaluation_for_known_t_values() -> void
)
# -----------------------------
# Square error
# -----------------------------
func test_bezier_square_error_zero_when_ref_points_on_same_line() -> void:
# current_points is a segment; ref_points are on the same segment
var current_points: Array = [Vector2(0.0, 0.0), Vector2(10.0, 0.0)]
var ref_points: Array = [
Vector2(0.0, 0.0),
Vector2(2.0, 0.0),
Vector2(5.0, 0.0),
Vector2(10.0, 0.0)
]
var error: float = Bezier.bezier_square_error(current_points, ref_points)
assert_almost_eq(error, 0.0, 0.0001, "bezier_square_error(current_points, ref_points) should be ~0 when ref_points lie on the curve defined by current_points")
func test_bezier_square_error_increases_with_distance() -> void:
var current_points: Array = [Vector2(0.0, 0.0), Vector2(10.0, 0.0)]
var ref_points_near: Array = [
Vector2(2.0, 0.5),
Vector2(5.0, -0.5),
Vector2(8.0, 0.5)
]
var ref_points_far: Array = [
Vector2(2.0, 5.0),
Vector2(5.0, -5.0),
Vector2(8.0, 5.0)
]
var error_near: float = Bezier.bezier_square_error(current_points, ref_points_near)
var error_far: float = Bezier.bezier_square_error(current_points, ref_points_far)
assert_gt(error_near, 0.0, "bezier_square_error(current_points, ref_points) should be > 0 when ref_points are off the curve")
assert_gt(error_far, error_near, "bezier_square_error should increase when ref_points are farther from the curve")
# -----------------------------
# Optional: behavior outside [0,1]
# -----------------------------