From 17d127b0f2c04aa82bd4c4291eeb6efa8836d4c2 Mon Sep 17 00:00:00 2001 From: StraToN Date: Mon, 24 Oct 2022 22:00:53 +0000 Subject: [PATCH] chore: storing version and changelog --- CHANGELOG.md | 15 +++++++++++++++ addons/escoria-wizard/CharacterCreator.gd | 22 +++++++++++----------- addons/escoria-wizard/draw_frame_rects.gd | 2 +- 3 files changed, 27 insertions(+), 12 deletions(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 5292c283..67e6c561 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,18 @@ +## [4.0.0-alpha.221](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.221) (2022-10-24) + + +### Features + +* escoria-wizard ([faab5ba](https://github.com/godot-escoria/escoria-demo-game/commit/faab5ba8081b5789849a62d427cdfa546d760659)) + + +### Bug Fixes + +* fixes background image blowing up to 1:1 size; also small cleanup ([950ee46](https://github.com/godot-escoria/escoria-demo-game/commit/950ee463d8b3d0829cd92d4aeecc95ca0216a465)) +* small UI touchups/fixes ([f74cb48](https://github.com/godot-escoria/escoria-demo-game/commit/f74cb48b3d4dba0fe462a84f0399a5a019ea9b3b)) + + + ## [4.0.0-alpha.220](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.220) (2022-10-24) diff --git a/addons/escoria-wizard/CharacterCreator.gd b/addons/escoria-wizard/CharacterCreator.gd index 9d8c1601..a8d609a2 100644 --- a/addons/escoria-wizard/CharacterCreator.gd +++ b/addons/escoria-wizard/CharacterCreator.gd @@ -130,7 +130,7 @@ func _ready() -> void: func character_creator_reset() -> void: # Disconnect all the signals to stop program logic firing during setup disconnect_selector_signals() - + get_node(NAME_NODE).get_node("node_name").text = "replace_me" get_node(NAME_NODE).get_node("global_id").text = "" get_node(DIR_COUNT_NODE).get_node("four_directions").pressed = true @@ -291,7 +291,7 @@ func setup_test_data() -> void: anim_metadata[13][METADATA_SPRITESHEET_SOURCE_FILE] = spritebase + "/talk_downleft.png" anim_metadata[14][METADATA_SPRITESHEET_SOURCE_FILE] = spritebase + "/talk_right.png" anim_metadata[15][METADATA_SPRITESHEET_SOURCE_FILE] = spritebase + "/talk_upright.png" - + anim_metadata[16][METADATA_SPRITESHEET_SOURCE_FILE] = spritebase + "/idle_all.png" anim_metadata[17][METADATA_SPRITESHEET_SOURCE_FILE] = spritebase + "/idle_all.png" anim_metadata[18][METADATA_SPRITESHEET_SOURCE_FILE] = spritebase + "/idle_all.png" @@ -1255,7 +1255,7 @@ func export_player(scene_name) -> void: var collision_shape = CollisionShape2D.new() progress_bar_update("Creating collision shape") yield(get_tree(), "idle_frame") - + collision_shape.shape = rectangle_shape collision_shape.shape.extents = export_largest_sprite / 2 collision_shape.position.y = -(export_largest_sprite.y / 2) @@ -1263,7 +1263,7 @@ func export_player(scene_name) -> void: new_character.add_child(collision_shape) progress_bar_update("Setting up dialog position") yield(get_tree(), "idle_frame") - + # Add Dialog Position to the ESCPlayer var dialog_position = ESCLocation.new() dialog_position.name = "dialog_position" @@ -1301,7 +1301,7 @@ func export_player(scene_name) -> void: progress_bar_update("Releasing resources - this might take up to 30 seconds") yield(get_tree(), "idle_frame") new_character.queue_free() - + get_tree().edited_scene_root.get_node(new_character.name).queue_free() plugin_reference.open_scene(scene_name) plugin_reference.make_visible(false) @@ -1311,12 +1311,12 @@ func export_player(scene_name) -> void: connect_selector_signals() -# Updates the text in the export window so the user knows what's happening +# Updates the text in the export window so the user knows what's happening func progress_bar_update(message, bar_increase_amount = 1) -> void: get_node(PROGRESS_LABEL_NODE).text = message get_node(EXPORT_PROGRESS_NODE).get_node("progress_bar").value += bar_increase_amount - - + + # When exporting the ESCPlayer, this function loads the relevant spritesheets based on the # animation metadata, and copies the frames to the relevant animations within the animatedsprite # attached to the ESCPlayer. @@ -1342,14 +1342,14 @@ func export_generate_animations(character_node, num_directions) -> void: var current_ticks = OS.get_ticks_msec() if current_ticks - display_refresh_timer > 30: yield(get_tree(), "idle_frame") - + display_refresh_timer = current_ticks - + if num_directions == 4: progress_bar_update("Processing "+str(animtype)+" "+str(anim_dir),2) else: progress_bar_update("Processing "+str(animtype)+" "+str(anim_dir),1) - + var anim_name = "%s_%s" % [animtype, anim_dir] var metadata = anim_metadata[get_metadata_array_offset(anim_dir, animtype)] diff --git a/addons/escoria-wizard/draw_frame_rects.gd b/addons/escoria-wizard/draw_frame_rects.gd index c1a6e7eb..c35200bc 100644 --- a/addons/escoria-wizard/draw_frame_rects.gd +++ b/addons/escoria-wizard/draw_frame_rects.gd @@ -20,7 +20,7 @@ export var zoom_factor:float # This function will calculate where on the spritesheet the start and end frames for an animation # are, and draw boxes around all used frames. The visual indicator makes frame selection easier. func _draw() -> void: - if start_cell > 0: + if start_cell > 0: # Draw grid for all frames in the spritesheet for yloop in range(total_num_rows): for xloop in range(total_num_columns):