chore: storing version and changelog
This commit is contained in:
@@ -1,3 +1,7 @@
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## [4.0.0-alpha.231](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.231) (2022-11-21)
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## [4.0.0-alpha.230](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.230) (2022-11-13)
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## [4.0.0-alpha.230](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.230) (2022-11-13)
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@@ -102,7 +102,7 @@ func run(command_params: Array) -> int:
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)
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)
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escoria.current_state = escoria.GAME_STATE.DEFAULT
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escoria.current_state = escoria.GAME_STATE.DEFAULT
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return ESCExecution.RC_ERROR
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return ESCExecution.RC_ERROR
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if not escoria.main.current_scene.player:
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if not escoria.main.current_scene.player:
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escoria.logger.warn(
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escoria.logger.warn(
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self,
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self,
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@@ -316,7 +316,7 @@ class HoverStackSorter:
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#
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#
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# - _viewport: the viewport node the event entered
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# - _viewport: the viewport node the event entered
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# - event: the input event
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# - event: the input event
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# - _shape_idx is the child index of the clicked Shape2D.
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# - _shape_idx is the child index of the clicked Shape2D.
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func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
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func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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var physics2d_dss: Physics2DDirectSpaceState = get_world_2d().direct_space_state
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var physics2d_dss: Physics2DDirectSpaceState = get_world_2d().direct_space_state
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@@ -326,7 +326,7 @@ func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
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if c.collider.get("global_id") \
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if c.collider.get("global_id") \
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and escoria.action_manager.is_object_actionable(c.collider.global_id):
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and escoria.action_manager.is_object_actionable(c.collider.global_id):
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colliding_nodes.push_back(c.collider)
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colliding_nodes.push_back(c.collider)
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if colliding_nodes.empty():
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if colliding_nodes.empty():
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return
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return
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colliding_nodes.sort_custom(HoverStackSorter, "sort_ascending_z_index")
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colliding_nodes.sort_custom(HoverStackSorter, "sort_ascending_z_index")
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@@ -364,7 +364,7 @@ func _on_mouse_entered_item(item: ESCItem) -> void:
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hotspot_focused = hover_stack.back().global_id
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hotspot_focused = hover_stack.back().global_id
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escoria.main.current_scene.game.element_focused(hotspot_focused)
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escoria.main.current_scene.game.element_focused(hotspot_focused)
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return
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return
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if not escoria.action_manager.is_object_actionable(item.global_id):
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if not escoria.action_manager.is_object_actionable(item.global_id):
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escoria.logger.debug(
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escoria.logger.debug(
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self,
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self,
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@@ -412,7 +412,7 @@ func _on_mouse_exited_item(item: ESCItem) -> void:
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escoria.main.current_scene.game.element_focused(hotspot_focused)
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escoria.main.current_scene.game.element_focused(hotspot_focused)
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# Function called when the item is set interactive, to re-trigger an input on
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# Function called when the item is set interactive, to re-trigger an input on
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# underlying item.
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# underlying item.
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#
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#
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# #### Parameters
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# #### Parameters
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@@ -443,10 +443,10 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
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if item as ESCPlayer and not (item as ESCPlayer).selectable:
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if item as ESCPlayer and not (item as ESCPlayer).selectable:
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escoria.logger.trace(
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escoria.logger.trace(
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self,
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self,
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"Ignoring left click on player %s: Player not selectable."
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"Ignoring left click on player %s: Player not selectable."
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% [item.global_id]
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% [item.global_id]
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)
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)
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# Get next object in hover stack and forward event to it
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# Get next object in hover stack and forward event to it
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if not hover_stack.empty():
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if not hover_stack.empty():
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var next_item = hover_stack.pop_back()
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var next_item = hover_stack.pop_back()
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@@ -456,14 +456,14 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
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_on_left_click_on_bg(event.position)
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_on_left_click_on_bg(event.position)
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return
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return
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# Clicked object can't be actioned and there is no other object behind
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# Clicked object can't be actioned and there is no other object behind
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# We consider this click as a background click
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# We consider this click as a background click
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if not escoria.action_manager.is_object_actionable(item.global_id) \
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if not escoria.action_manager.is_object_actionable(item.global_id) \
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and hover_stack.empty():
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and hover_stack.empty():
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hotspot_focused = ""
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hotspot_focused = ""
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_on_left_click_on_bg(event.position)
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_on_left_click_on_bg(event.position)
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return
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return
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# Finally, execute the action on the ESCItem
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# Finally, execute the action on the ESCItem
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hotspot_focused = item.global_id
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hotspot_focused = item.global_id
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escoria.main.current_scene.game.left_click_on_item(
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escoria.main.current_scene.game.left_click_on_item(
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@@ -487,10 +487,10 @@ func _on_mouse_left_double_clicked_item(
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if item as ESCPlayer and not (item as ESCPlayer).selectable:
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if item as ESCPlayer and not (item as ESCPlayer).selectable:
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escoria.logger.trace(
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escoria.logger.trace(
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self,
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self,
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"Ignoring double left click on player %s: Player not selectable."
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"Ignoring double left click on player %s: Player not selectable."
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% [item.global_id]
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% [item.global_id]
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)
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)
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# Get next object in hover stack and forward event to it
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# Get next object in hover stack and forward event to it
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if not hover_stack.empty():
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if not hover_stack.empty():
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var next_item = hover_stack.pop_back()
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var next_item = hover_stack.pop_back()
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@@ -500,14 +500,14 @@ func _on_mouse_left_double_clicked_item(
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_on_double_left_click_on_bg(event.position)
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_on_double_left_click_on_bg(event.position)
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return
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return
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# Clicked object can't be actioned and there is no other object behind
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# Clicked object can't be actioned and there is no other object behind
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# We consider this click as a background click
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# We consider this click as a background click
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if not escoria.action_manager.is_object_actionable(item.global_id) \
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if not escoria.action_manager.is_object_actionable(item.global_id) \
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and hover_stack.empty():
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and hover_stack.empty():
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hotspot_focused = ""
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hotspot_focused = ""
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_on_double_left_click_on_bg(event.position)
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_on_double_left_click_on_bg(event.position)
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return
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return
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# Finally, execute the action on the ESCItem
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# Finally, execute the action on the ESCItem
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hotspot_focused = item.global_id
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hotspot_focused = item.global_id
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escoria.main.current_scene.game.left_double_click_on_item(
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escoria.main.current_scene.game.left_double_click_on_item(
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