chore: storing version and changelog

This commit is contained in:
StraToN
2022-04-08 19:19:23 +00:00
parent 6d98e7bdce
commit 431efd853a
15 changed files with 104 additions and 82 deletions

View File

@@ -41,7 +41,7 @@ func set_scene(p_scene: Node) -> void:
escoria.logger.report_errors("main", ["Trying to set empty scene"])
previous_scene = current_scene
if is_instance_valid(previous_scene):
_disable_collisions()
@@ -52,14 +52,14 @@ func set_scene(p_scene: Node) -> void:
p_scene.visible = false
escoria.object_manager.set_current_room(p_scene)
add_child(p_scene)
add_child(p_scene)
# In cases where the room being created doesn't return because of a
# coroutine, finish_current_scene_init() will already have been called
# and so we don't want to risk repeating ourselves.
if p_scene == current_scene:
return
# This actually moves the scene closest to the root node, but will
# still be drawn behind the next node, which should be the previous
# room.
@@ -72,7 +72,7 @@ func set_scene(p_scene: Node) -> void:
set_camera_limits()
# Only called by the room manager in the case where it hasn't executed a
# Only called by the room manager in the case where it hasn't executed a
# coroutine prior to calling set_scene_finish().
#
# ### Parameters
@@ -82,7 +82,7 @@ func finish_current_scene_init(p_scene: Node) -> void:
move_child(p_scene, 0)
current_scene = p_scene
check_game_scene_methods()
set_camera_limits()
@@ -92,7 +92,7 @@ func finish_current_scene_init(p_scene: Node) -> void:
# appropriate time.
func set_scene_finish() -> void:
current_scene.visible = true
if previous_scene != null:
clear_scene()
@@ -238,7 +238,7 @@ func check_game_scene_methods():
func _is_same_scene(scene_1: Node, scene_2: Node) -> bool:
if scene_1 is ESCRoom and scene_2 is ESCRoom:
return scene_1.global_id == scene_2.global_id
return false
@@ -246,11 +246,11 @@ func _is_same_scene(scene_1: Node, scene_2: Node) -> bool:
# game tree, collisions won't result.
func _disable_collisions() -> void:
var items_to_disable = previous_scene.get_tree().get_nodes_in_group(ESCItem.GROUP_ITEM_CAN_COLLIDE)
for item in items_to_disable:
if is_instance_valid(item.collision):
item.collision.disabled = true
if item is Area2D:
item.monitoring = false
item.monitorable = false