feat: Several fixes and optimizations (#467)

Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
Dennis Ploeger
2021-11-27 20:10:16 +01:00
committed by GitHub
parent 09446c794f
commit 47fe4df841
13 changed files with 397 additions and 312 deletions

View File

@@ -24,7 +24,7 @@ const COMPARISON_DESCRIPTION = [
"Checking if %s %s %s equals %s",
"Checking if %s %s %s greater than %s",
"Checking if %s %s %s less than %s",
"Checking if %s is %s active%s"
"Checking if %s %s %s active%s"
]
@@ -96,7 +96,7 @@ func _init(comparison_string: String):
# Run this comparison against the globals
func run() -> bool:
var global_name = self.flag
escoria.logger.debug(
COMPARISON_DESCRIPTION[self.comparison] % [
"inventory item" if self.inventory else "global value",
@@ -130,7 +130,7 @@ func run() -> bool:
self.comparison_value:
return_value = true
elif self.comparison == COMPARISON_ACTIVITY and \
escoria.object_manager.has_object(global_name) and \
escoria.object_manager.has(global_name) and \
escoria.object_manager.get_object(global_name).active:
return_value = true

View File

@@ -91,9 +91,9 @@ func stop():
# - name: The animation name to play
# - backwards: Play backwards
func play(name: String, backwards: bool = false):
if _is_animation_player:
if _is_animation_player and _animation_player.current_animation != "":
_animation_player.seek(0)
else:
elif not _is_animation_player:
_animated_sprite.frame = 0
_current_animation = name
if backwards and _is_animation_player:

View File

@@ -34,7 +34,7 @@ func perform_walk(
if destination.node is ESCLocation:
target_position = destination.node.global_position
else:
target_position = destination.node.interact_position
target_position = destination.node.get_interact_position()
var walk_context = ESCWalkContext.new(
destination,
@@ -127,7 +127,7 @@ func perform_inputevent_on_object(
var player_global_pos = escoria.main.current_scene.player.global_position
var clicked_position = event.position
if not player_global_pos == destination_position:
if not player_global_pos.is_equal_approx(destination_position):
dont_interact = true
# If no interaction should happen after player has arrived, leave

View File

@@ -256,34 +256,6 @@ func show_ui():
pass
# Function is called if Project setting escoria/ui/tooltip_follows_mouse = true
#
# #### Parameters
#
# - 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
# 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
# Set the Editor debug mode
func _set_editor_debug_mode(p_editor_debug_mode: int) -> void:
editor_debug_mode = p_editor_debug_mode

View File

@@ -299,10 +299,13 @@ func _unhandled_input(event: InputEvent) -> void:
if mouse_in_shape:
if event.doubleclick and event.button_index == BUTTON_LEFT:
emit_signal("mouse_double_left_clicked_item", self, event)
get_tree().set_input_as_handled()
elif event.button_index == BUTTON_LEFT:
emit_signal("mouse_left_clicked_item", self, event)
get_tree().set_input_as_handled()
elif event.button_index == BUTTON_RIGHT:
emit_signal("mouse_right_clicked_item", self, event)
get_tree().set_input_as_handled()
# Return the animation player node

View File

@@ -1,4 +1,5 @@
# The escoria main script
tool
extends Node
# Signal sent when pause menu has to be displayed
@@ -310,12 +311,6 @@ func _input(event):
if event.is_action_pressed("ui_cancel"):
emit_signal("request_pause_menu")
if ProjectSettings.get_setting("escoria/ui/tooltip_follows_mouse"):
if escoria.main.current_scene and escoria.main.current_scene.game:
if event is InputEventMouseMotion:
escoria.main.current_scene.game. \
update_tooltip_following_mouse_position(event.position)
# Pauses or unpause the game
#
@@ -349,6 +344,110 @@ func run_event_from_script(script: ESCScript, event_name: String):
[]
)
return
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
func register_setting(name: String, default, info: Dictionary):
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)
# Register a user interface. This should be called in a deferred way
# from the addon's _enter_tree.
#
# #### Parameters
# - game_scene: Path to the game scene extending ESCGame
func register_ui(game_scene: String):
if not ProjectSettings.get_setting("escoria/ui/game_scene") in [
"",
game_scene
]:
logger.report_errors(
"escoria.gd:register_ui()",
[
"Can't register user interface because %s is registered" % \
ProjectSettings.get_setting("escoria/ui/game_scene")
]
)
ProjectSettings.set_setting(
"escoria/ui/game_scene",
game_scene
)
# Deregister a user interface
#
# #### Parameters
# - game_scene: Path to the game scene extending ESCGame
func deregister_ui(game_scene: String):
if ProjectSettings.get_setting("escoria/ui/game_scene") != game_scene:
logger.report_errors(
"escoria.gd:deregister_ui()",
[
(
"Can't deregister user interface %s because it " +
"is not registered."
) % ProjectSettings.get_setting("escoria/ui/game_scene")
]
)
ProjectSettings.set_setting(
"escoria/ui/game_scene",
""
)
# Register a dialog manager addon. This should be called in a deferred way
# from the addon's _enter_tree.
#
# #### Parameters
# - manager_class: Path to the manager class script
func register_dialog_manager(manager_class: String):
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
if manager_class in dialog_managers:
return
dialog_managers.push_back(manager_class)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
# Deregister a dialog manager addon
#
# #### Parameters
# - manager_class: Path to the manager class script
func deregister_dialog_manager(manager_class: String):
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
if not manager_class in dialog_managers:
logger.report_warnings(
"escoria.gd:deregister_dialog_manager()",
[
"Dialog manager %s is not registered" % manager_class
]
)
return
dialog_managers.erase(manager_class)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
# Function called to quit the game.