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