pep8 compliance: E231 missing whitespace after ','

This commit is contained in:
David Sowder 2012-02-21 20:54:18 -06:00
parent eb01721d9f
commit 306f46b0ca

View File

@ -106,7 +106,7 @@ class PlayerPositionPanel(Panel):
tableview.num_rows = lambda: len(players) tableview.num_rows = lambda: len(players)
tableview.row_data = lambda i: (players[i],) tableview.row_data = lambda i: (players[i],)
tableview.row_is_selected = lambda x: x == tableview.index tableview.row_is_selected = lambda x: x == tableview.index
tableview.zebra_color = (0,0,0,48) tableview.zebra_color = (0, 0, 0, 48)
def selectTableRow(i, evt): def selectTableRow(i, evt):
tableview.index = i tableview.index = i
@ -152,7 +152,7 @@ class PlayerPositionTool(EditorTool):
p = self.editor.mainViewport.pitch p = self.editor.mainViewport.pitch
d = self.editor.level.dimNo d = self.editor.level.dimNo
op = PlayerMoveOperation(self, pos, player, (y,p)) op = PlayerMoveOperation(self, pos, player, (y, p))
self.movingPlayer = None self.movingPlayer = None
op.perform() op.perform()
self.editor.addOperation(op) self.editor.addOperation(op)
@ -293,7 +293,7 @@ class PlayerPositionTool(EditorTool):
for player in self.editor.level.players: for player in self.editor.level.players:
try: try:
pos = self.editor.level.getPlayerPosition(player) pos = self.editor.level.getPlayerPosition(player)
yaw,pitch = self.editor.level.getPlayerOrientation(player) yaw, pitch = self.editor.level.getPlayerOrientation(player)
dim = self.editor.level.getPlayerDimension(player) dim = self.editor.level.getPlayerDimension(player)
if dim != self.editor.level.dimNo: if dim != self.editor.level.dimNo:
continue continue
@ -306,9 +306,9 @@ class PlayerPositionTool(EditorTool):
self.drawCharacterHead(0, 0, 0) self.drawCharacterHead(0, 0, 0)
glPopMatrix() glPopMatrix()
#glEnable(GL_BLEND) #glEnable(GL_BLEND)
drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1,1,1)), drawTerrainCuttingWire(FloatBox((x - .5, y - .5, z - .5), (1, 1, 1)),
c0=(0.3, 0.9, 0.7, 1.0), c0=(0.3, 0.9, 0.7, 1.0),
c1=(0,0,0,0), c1=(0, 0, 0, 0),
) )
#glDisable(GL_BLEND) #glDisable(GL_BLEND)
@ -430,7 +430,7 @@ class PlayerSpawnPositionTool(PlayerPositionTool):
color = (1.0, 1.0, 1.0, 0.5) color = (1.0, 1.0, 1.0, 0.5)
if isinstance(self.editor.level, MCInfdevOldLevel) and self.spawnProtection: if isinstance(self.editor.level, MCInfdevOldLevel) and self.spawnProtection:
if not positionValid(self.editor.level, (x,y,z)): if not positionValid(self.editor.level, (x, y, z)):
color = (1.0, 0.0, 0.0, 0.5) color = (1.0, 0.0, 0.0, 0.5)
glColor(*color) glColor(*color)
@ -492,7 +492,7 @@ class PlayerSpawnPositionTool(PlayerPositionTool):
pos = lpos pos = lpos
status += "Spawn point shifted down by one block.\n" status += "Spawn point shifted down by one block.\n"
if not okayAboveSpawn(level, pos): if not okayAboveSpawn(level, pos):
for i in range(1,4): for i in range(1, 4):
level.setBlockAt(pos[0], pos[1] + i, pos[2], 0) level.setBlockAt(pos[0], pos[1] + i, pos[2], 0)
status += "Blocks above spawn point cleared.\n" status += "Blocks above spawn point cleared.\n"