chore: storing version and changelog

This commit is contained in:
StraToN
2022-11-21 19:40:32 +00:00
parent a131efcfc2
commit 0377cabce9
4 changed files with 17 additions and 13 deletions

View File

@@ -1,3 +1,7 @@
## [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)
## [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) ## [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:
) )
escoria.current_state = escoria.GAME_STATE.DEFAULT escoria.current_state = escoria.GAME_STATE.DEFAULT
return ESCExecution.RC_ERROR return ESCExecution.RC_ERROR
if not escoria.main.current_scene.player: if not escoria.main.current_scene.player:
escoria.logger.warn( escoria.logger.warn(
self, self,

View File

@@ -316,7 +316,7 @@ class HoverStackSorter:
# #
# - _viewport: the viewport node the event entered # - _viewport: the viewport node the event entered
# - event: the input event # - event: the input event
# - _shape_idx is the child index of the clicked Shape2D. # - _shape_idx is the child index of the clicked Shape2D.
func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int): func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
var physics2d_dss: Physics2DDirectSpaceState = get_world_2d().direct_space_state var physics2d_dss: Physics2DDirectSpaceState = get_world_2d().direct_space_state
@@ -326,7 +326,7 @@ func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int):
if c.collider.get("global_id") \ if c.collider.get("global_id") \
and escoria.action_manager.is_object_actionable(c.collider.global_id): and escoria.action_manager.is_object_actionable(c.collider.global_id):
colliding_nodes.push_back(c.collider) colliding_nodes.push_back(c.collider)
if colliding_nodes.empty(): if colliding_nodes.empty():
return return
colliding_nodes.sort_custom(HoverStackSorter, "sort_ascending_z_index") colliding_nodes.sort_custom(HoverStackSorter, "sort_ascending_z_index")

View File

@@ -364,7 +364,7 @@ func _on_mouse_entered_item(item: ESCItem) -> void:
hotspot_focused = hover_stack.back().global_id hotspot_focused = hover_stack.back().global_id
escoria.main.current_scene.game.element_focused(hotspot_focused) escoria.main.current_scene.game.element_focused(hotspot_focused)
return return
if not escoria.action_manager.is_object_actionable(item.global_id): if not escoria.action_manager.is_object_actionable(item.global_id):
escoria.logger.debug( escoria.logger.debug(
self, self,
@@ -412,7 +412,7 @@ func _on_mouse_exited_item(item: ESCItem) -> void:
escoria.main.current_scene.game.element_focused(hotspot_focused) escoria.main.current_scene.game.element_focused(hotspot_focused)
# Function called when the item is set interactive, to re-trigger an input on # Function called when the item is set interactive, to re-trigger an input on
# underlying item. # underlying item.
# #
# #### Parameters # #### Parameters
@@ -443,10 +443,10 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
if item as ESCPlayer and not (item as ESCPlayer).selectable: if item as ESCPlayer and not (item as ESCPlayer).selectable:
escoria.logger.trace( escoria.logger.trace(
self, self,
"Ignoring left click on player %s: Player not selectable." "Ignoring left click on player %s: Player not selectable."
% [item.global_id] % [item.global_id]
) )
# Get next object in hover stack and forward event to it # Get next object in hover stack and forward event to it
if not hover_stack.empty(): if not hover_stack.empty():
var next_item = hover_stack.pop_back() var next_item = hover_stack.pop_back()
@@ -456,14 +456,14 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
_on_left_click_on_bg(event.position) _on_left_click_on_bg(event.position)
return return
# Clicked object can't be actioned and there is no other object behind # Clicked object can't be actioned and there is no other object behind
# We consider this click as a background click # We consider this click as a background click
if not escoria.action_manager.is_object_actionable(item.global_id) \ if not escoria.action_manager.is_object_actionable(item.global_id) \
and hover_stack.empty(): and hover_stack.empty():
hotspot_focused = "" hotspot_focused = ""
_on_left_click_on_bg(event.position) _on_left_click_on_bg(event.position)
return return
# Finally, execute the action on the ESCItem # Finally, execute the action on the ESCItem
hotspot_focused = item.global_id hotspot_focused = item.global_id
escoria.main.current_scene.game.left_click_on_item( escoria.main.current_scene.game.left_click_on_item(
@@ -487,10 +487,10 @@ func _on_mouse_left_double_clicked_item(
if item as ESCPlayer and not (item as ESCPlayer).selectable: if item as ESCPlayer and not (item as ESCPlayer).selectable:
escoria.logger.trace( escoria.logger.trace(
self, self,
"Ignoring double left click on player %s: Player not selectable." "Ignoring double left click on player %s: Player not selectable."
% [item.global_id] % [item.global_id]
) )
# Get next object in hover stack and forward event to it # Get next object in hover stack and forward event to it
if not hover_stack.empty(): if not hover_stack.empty():
var next_item = hover_stack.pop_back() var next_item = hover_stack.pop_back()
@@ -500,14 +500,14 @@ func _on_mouse_left_double_clicked_item(
_on_double_left_click_on_bg(event.position) _on_double_left_click_on_bg(event.position)
return return
# Clicked object can't be actioned and there is no other object behind # Clicked object can't be actioned and there is no other object behind
# We consider this click as a background click # We consider this click as a background click
if not escoria.action_manager.is_object_actionable(item.global_id) \ if not escoria.action_manager.is_object_actionable(item.global_id) \
and hover_stack.empty(): and hover_stack.empty():
hotspot_focused = "" hotspot_focused = ""
_on_double_left_click_on_bg(event.position) _on_double_left_click_on_bg(event.position)
return return
# Finally, execute the action on the ESCItem # Finally, execute the action on the ESCItem
hotspot_focused = item.global_id hotspot_focused = item.global_id
escoria.main.current_scene.game.left_double_click_on_item( escoria.main.current_scene.game.left_double_click_on_item(