chore: storing version and changelog

This commit is contained in:
StraToN
2022-03-07 08:44:59 +00:00
parent 9e9111c7cb
commit 19272ffeb2
12 changed files with 128 additions and 124 deletions

View File

@@ -1,3 +1,7 @@
## [4.0.0-alpha.119](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.119) (2022-03-07)
## [4.0.0-alpha.118](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.118) (2022-03-07)

View File

@@ -53,7 +53,7 @@ func validate(arguments: Array):
{"t_type":arguments[3],"allowed_types":SUPPORTED_TRANSITIONS})
]
)
return false
return false
return .validate(arguments)

View File

@@ -10,7 +10,7 @@ export(Color, RGB) var color_hover = Color(165.0,42.0,42.0, 1.0)
func _ready() -> void:
hide_chooser()
pause_mode = PAUSE_MODE_STOP
# Process the timeout display
func _process(delta: float) -> void:
@@ -25,9 +25,9 @@ func show_chooser():
var _vbox = $MarginContainer/ScrollContainer/VBoxContainer
for option_node in _vbox.get_children():
_vbox.remove_child(option_node)
_remove_avatar()
for option in self.dialog.options:
if option.is_valid():
var _option_node = Button.new()
@@ -39,14 +39,14 @@ func show_chooser():
_option_node.connect("pressed", self, "_on_answer_selected", [
option
])
if self.dialog.avatar != "-":
$AvatarContainer.add_child(
ResourceLoader.load(self.dialog.avatar).instance()
)
$MarginContainer.show()
if self.dialog.timeout > 0:
$Timer.start(self.dialog.timeout)
@@ -54,7 +54,7 @@ func show_chooser():
# Hide the chooser
func hide_chooser():
$MarginContainer.hide()
# An option was choosen, emit the option
#

View File

@@ -16,7 +16,7 @@ func _init() -> void:
# Register ourselves after setup
func _ready() -> void:
call_deferred("_register")
# Unregister ourselves
func _exit_tree() -> void:
@@ -34,7 +34,7 @@ func _register():
"hint": PROPERTY_HINT_DIR
}
)
_escoria.project_settings_manager.register_setting(
_escoria.project_settings_manager.TEXT_SPEED_PER_CHARACTER,
0.1,
@@ -42,7 +42,7 @@ func _register():
"type": TYPE_REAL
}
)
_escoria.project_settings_manager.register_setting(
_escoria.project_settings_manager.FAST_TEXT_SPEED_PER_CHARACTER,
0.25,
@@ -50,7 +50,7 @@ func _register():
"type": TYPE_REAL
}
)
_escoria.project_settings_manager.register_setting(
_escoria.project_settings_manager.MAX_TIME_TO_DISAPPEAR,
1.0,

View File

@@ -47,11 +47,11 @@ func _ready():
)
text_node.bbcode_enabled = true
tween.connect(
"tween_completed",
self,
"tween_completed",
self,
"_on_dialog_line_typed"
)
escoria.connect("paused", self, "_on_paused")
escoria.connect("resumed", self, "_on_resumed")
@@ -78,19 +78,19 @@ func say(character: String, line: String):
_is_speeding_up = false
popup_centered()
set_current_character(character)
text_node.bbcode_text = tr(line)
text_node.percent_visible = 0.0
var time_show_full_text = _text_speed_per_character * len(line)
tween.interpolate_property(text_node, "percent_visible",
0.0, 1.0, time_show_full_text,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
# Called by the dialog player when the
# Called by the dialog player when the
func speedup():
if not _is_speeding_up:
_is_speeding_up = true

View File

@@ -53,7 +53,7 @@ onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
func _enter_tree():
var room_selector_parent = $ui/Control/panel_down/VBoxContainer\
/HBoxContainer/MainMargin/VBoxContainer
if ProjectSettings.get_setting("escoria/debug/enable_room_selector") and \
room_selector_parent.get_node_or_null("room_select") == null:
room_selector_parent.add_child(
@@ -64,12 +64,12 @@ func _enter_tree():
)
## BACKGROUND ##
## BACKGROUND ##
func left_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position],
true
)
@@ -77,12 +77,12 @@ func left_click_on_bg(position: Vector2) -> void:
escoria.action_manager.clear_current_tool()
tooltip.clear()
verbs_menu.unselect_actions()
func right_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position],
true
)
@@ -90,146 +90,146 @@ func right_click_on_bg(position: Vector2) -> void:
escoria.action_manager.clear_current_tool()
tooltip.clear()
verbs_menu.unselect_actions()
func left_double_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position, true],
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position, true],
true
)
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
## ITEM FOCUS ##
## ITEM FOCUS ##
func element_focused(element_id: String) -> void:
var target_obj = escoria.object_manager.get_object(element_id).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Hovering an ESCItem highlights its default action
if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action)
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2(target_obj.tooltip_name)
func element_unfocused() -> void:
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target("")
verbs_menu.unselect_actions()
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2("")
## ITEMS ##
func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
true
)
var target_obj = escoria.object_manager.get_object(
item_global_id
).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
# Just clicked on the item
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Clicked on item and now we're awaiting a target item
# This means we clicked the tool and we now need a target
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target(target_obj.tooltip_name, true)
func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
[item_global_id, event],
escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
[item_global_id, event],
true
)
func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
true
)
)
## INVENTORY ##
func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[inventory_item_global_id, event]
)
var target_obj = escoria.object_manager.get_object(
inventory_item_global_id
).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
# Just clicked on the inventory item: do nothing special
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
return
# Clicked on inventory item and now we're awaiting a target item
# This means we clicked the tool and we now need a target
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target(target_obj.tooltip_name, true)
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
[inventory_item_global_id, event]
)
@@ -242,43 +242,43 @@ func inventory_item_focused(inventory_item_global_id: String) -> void:
var target_obj = escoria.object_manager.get_object(
inventory_item_global_id
).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
# and the tooltip is already set because the item was focused
# and the tooltip is already set because the item was focused
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Hovering an ESCItem highlights its default action
if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action)
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2(target_obj.tooltip_name)
func inventory_item_unfocused() -> void:
match escoria.action_manager.action_state:
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
# Don't change the tooltip if an action input is completed
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target("")
verbs_menu.unselect_actions()
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2("")
func open_inventory():
pass
@@ -313,13 +313,13 @@ func hide_main_menu():
if get_node(main_menu).visible:
get_node(main_menu).hide()
show_ui()
func show_main_menu():
if not get_node(main_menu).visible:
hide_ui()
get_node(main_menu).reset()
get_node(main_menu).show()
func unpause_game():
if get_node(pause_menu).visible:
get_node(pause_menu).hide()
@@ -341,8 +341,8 @@ func pause_game():
func _on_MenuButton_pressed() -> void:
pause_game()
func _on_action_finished() -> void:
verbs_menu.unselect_actions()
tooltip.clear()
@@ -355,7 +355,7 @@ func _on_event_done(_return_code: int, _event_name: String):
func apply_custom_settings(custom_settings: Dictionary):
if custom_settings.has("a_custom_setting"):
escoria.logger.info(
"custom setting value loaded:",
"custom setting value loaded:",
[custom_settings["a_custom_setting"]]
)

View File

@@ -6,16 +6,16 @@ func update_tooltip_text():
if !current_action.empty():
bbcode_text += current_action + "\t"
bbcode_text += current_target
if waiting_for_target2 and current_target2.empty():
bbcode_text += "\t" + current_prep
if !current_target2.empty():
bbcode_text += "\t" + current_prep + "\t" + current_target2
bbcode_text += "[/color]"
bbcode_text += "[/center]"
# push_align(RichTextLabel.ALIGN_CENTER)
# if !current_action.empty():
# add_text(current_action + "\t")

View File

@@ -21,7 +21,7 @@ func _on_action_selected(action: String):
for but in get_children():
but.set_pressed(but.get_name() == action)
func unselect_actions():
for but in get_children():
but.set_pressed(false)
@@ -30,5 +30,5 @@ func set_by_name(action_name: String):
selected_action = action_name
for but in get_children():
but.set_pressed(but.get_name() == action_name)

View File

@@ -43,7 +43,7 @@ Implement methods to react to inputs.
func _enter_tree():
var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer
if ProjectSettings.get_setting("escoria/debug/enable_room_selector") and \
room_selector_parent.get_node_or_null("room_select") == null:
room_selector_parent.add_child(
@@ -53,7 +53,7 @@ func _enter_tree():
).instance()
)
func _input(event: InputEvent) -> void:
if escoria.main.current_scene and escoria.main.current_scene.game:
if event is InputEventMouseMotion:
@@ -61,32 +61,32 @@ func _input(event: InputEvent) -> void:
update_tooltip_following_mouse_position(event.position)
## BACKGROUND ##
## BACKGROUND ##
func left_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position],
true
)
$mouse_layer/verbs_menu.set_by_name(VERB_WALK)
$mouse_layer/verbs_menu.clear_tool_texture()
func right_click_on_bg(position: Vector2) -> void:
mousewheel_action(1)
func left_double_click_on_bg(position: Vector2) -> void:
if escoria.main.current_scene.player:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
escoria.action_manager.ACTION.BACKGROUND_CLICK,
[escoria.main.current_scene.player.global_id, position, true],
true
)
$mouse_layer/verbs_menu.set_by_name(VERB_WALK)
$mouse_layer/verbs_menu.clear_tool_texture()
## ITEM/HOTSPOT FOCUS ##
## ITEM/HOTSPOT FOCUS ##
func element_focused(element_id: String) -> void:
var target_obj = escoria.object_manager.get_object(element_id).node
@@ -105,8 +105,8 @@ func element_unfocused() -> void:
func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
true
)
@@ -115,19 +115,19 @@ func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[item_global_id, event],
true
)
)
## INVENTORY ##
func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.do(
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
[inventory_item_global_id, event]
)
if escoria.action_manager.current_action == "use":
var item = escoria.object_manager.get_object(
inventory_item_global_id
@@ -140,7 +140,7 @@ func left_click_on_inventory_item(inventory_item_global_id: String, event: Input
$mouse_layer/verbs_menu.set_tool_texture(
item.inventory_item.texture_normal
)
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
mousewheel_action(1)
@@ -176,8 +176,8 @@ func mousewheel_action(direction: int):
func hide_ui():
$CanvasLayer/ui/HBoxContainer/inventory_ui.hide()
func show_ui():
$CanvasLayer/ui/HBoxContainer/inventory_ui.show()
@@ -212,7 +212,7 @@ func pause_game():
func apply_custom_settings(custom_settings: Dictionary):
if custom_settings.has("a_custom_setting"):
escoria.logger.info(
"custom setting value loaded:",
"custom setting value loaded:",
[custom_settings["a_custom_setting"]]
)
@@ -221,7 +221,7 @@ func get_custom_data() -> Dictionary:
return {
"ui_type": "simplemouse"
}
# Update the tooltip
#
@@ -230,15 +230,15 @@ func get_custom_data() -> Dictionary:
# - p_position: Position of the mouse
func update_tooltip_following_mouse_position(p_position: Vector2):
var corrected_position = p_position
# clamp TOP
if tooltip_node.tooltip_distance_to_edge_top(p_position) <= mouse_tooltip_margin:
corrected_position.y = mouse_tooltip_margin
# clamp BOTTOM
if tooltip_node.tooltip_distance_to_edge_bottom(p_position + tooltip_node.rect_size) <= mouse_tooltip_margin:
corrected_position.y = escoria.game_size.y - mouse_tooltip_margin - tooltip_node.rect_size.y
# clamp LEFT
if tooltip_node.tooltip_distance_to_edge_left(p_position - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = mouse_tooltip_margin
@@ -246,7 +246,7 @@ func update_tooltip_following_mouse_position(p_position: Vector2):
# clamp RIGHT
if tooltip_node.tooltip_distance_to_edge_right(p_position + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = escoria.game_size.x - mouse_tooltip_margin - tooltip_node.rect_size.x
tooltip_node.anchor_right = 0.2
tooltip_node.rect_position = corrected_position + tooltip_node.offset_from_cursor

View File

@@ -17,7 +17,7 @@ func _on_inventory_button_pressed():
hide_inventory()
else:
show_inventory()
func show_inventory():
$FloatingInventory/InventoryTween.stop_all()

View File

@@ -18,7 +18,7 @@ func _ready():
if !Engine.is_editor_hint():
current_cursor_id = cursors.size()
iterate_actions_cursor(UI_ACTIONS_DIRECTION.UP)
func _process(delta):
$mouse_position.rect_global_position = get_global_mouse_position()
@@ -29,7 +29,7 @@ func iterate_actions_cursor(direction: int):
current_cursor_id = 0
elif current_cursor_id < 0:
current_cursor_id = cursors.size() - 1
Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
escoria.action_manager.set_current_action(cursors[current_cursor_id].name)
if $mouse_position/tool.texture != null:
@@ -40,7 +40,7 @@ func set_by_name(name: String) -> void:
if cursors[i].name == name:
current_cursor_id = i
break
Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
escoria.action_manager.set_current_action(cursors[current_cursor_id].name)

View File

@@ -5,21 +5,21 @@ var next_to_be_pressed: int = 1
func _ready():
randomize()
initialize()
reset()
for button in $GridContainer.get_children():
button.connect("pressed", self, "_button_pressed", [button])
escoria.main.current_scene.game.hide_ui()
escoria.main.current_scene.hide()
func initialize():
numbers_array = range(1, 11)
numbers_array.shuffle()
func reset():
$win_label.hide()
next_to_be_pressed = 1
@@ -39,7 +39,7 @@ func _button_pressed(button: Button):
else:
button.disabled = true
next_to_be_pressed += 1
if next_to_be_pressed == 11:
win()
@@ -47,7 +47,7 @@ func win():
$win_label.show()
yield(get_tree().create_timer(2), "timeout")
hide()
escoria.main.current_scene.game.show_ui()
escoria.main.current_scene.show()
escoria.globals_manager.set_global("r8_m_door_open", true)