diff --git a/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd b/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd index cbf0a77d..bc5f5c18 100644 --- a/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd +++ b/addons/escoria-core/game/core-scripts/behaviors/esc_movable.gd @@ -31,16 +31,16 @@ var walk_context: ESCWalkContext = null # Wether the character was moved at all var moved: bool -# Angle degrees to the last position (TODO is that correct?) +# Angle degrees from the last position to the next var last_deg: int -# Direction of the last position (TODO is that correct?) +# Player Direction used to reflect the movement to the new position var last_dir: int -# Scale of the last position (TODO is that correct?) +# The last scaling applied to the parent var last_scale: Vector2 -# TODO Isn't this actually the flip state of the current animation? +# Wether the current direction animation is flipped var pose_scale: int @@ -50,9 +50,6 @@ var _orig_speed: float = 0.0 # Shortcut variable that references the node's parent onready var parent = get_parent() -# If character misses an animation, bypass it and proceed. -onready var bypass_missing_animation = false - # Currenly running task onready var task = MovableTask.NONE @@ -89,7 +86,6 @@ func _process(delta: float) -> void: dist *= parent.terrain.player_doubleclick_speed_multiplier var dir = (next - pos).normalized() - # TODO comment what this is all about dir = dir * (dir.x * dir.x + dir.y * dir.y * parent.v_speed_damp) var new_pos @@ -115,33 +111,26 @@ func _process(delta: float) -> void: var current_animation = "" if parent.animation_sprite != null: current_animation = parent.animation_sprite.animation -# elif animation != null: -# current_animation = animation.current_animation - # FIXME This is obviously wrong as bypass_missing_animation is - # always false - bypass_missing_animation = false - if !bypass_missing_animation: - var animation_to_play = \ - parent.animations.directions[last_dir][0] - if current_animation != animation_to_play: - if parent.animation_sprite.frames.has_animation( - animation_to_play - ): - parent.animation_sprite.play(animation_to_play) - else: - bypass_missing_animation = true - current_animation = animation_to_play - escoria.logger.report_warnings( - "movable.gd:_process()", - [ - "Character %s has no animation %s " - % [parent.global_id, animation_to_play], - "Bypassing missing animation and " + - "proceed movement." - ], - true - ) + var animation_to_play = \ + parent.animations.directions[last_dir][0] + if current_animation != animation_to_play: + if parent.animation_sprite.frames.has_animation( + animation_to_play + ): + parent.animation_sprite.play(animation_to_play) + else: + current_animation = animation_to_play + escoria.logger.report_warnings( + "movable.gd:_process()", + [ + "Character %s has no animation %s " + % [parent.global_id, animation_to_play], + "Bypassing missing animation and " + + "proceed movement." + ], + true + ) pose_scale = parent.animations.directions[last_dir][1] @@ -152,53 +141,43 @@ func _process(delta: float) -> void: # Teleports this item to the target position. -# TODO angle is only used for logging and has no further use, so it probably -# can be removed # # #### Parameters # # - target: Position2d or ESCItem to teleport to -func teleport(target: Node, angle: Object = null) -> void: - if target is Position2D: +func teleport(target: Node) -> void: + if target.has_method("get_interact_position"): + parent.position = target.get_interact_position() escoria.logger.info( - "Object %s teleported at position %s with angle" % - [parent.global_id, str(target.position)], - [angle] + "Object %s is teleported at position %s" % [ + target.name, + parent.position + ] + ) + elif "position" in target: + escoria.logger.info( + "Object %s teleported at position %s" % + [parent.global_id, str(target.position)] ) parent.position = target.position - elif typeof(target) == TYPE_OBJECT: - # FIXME this is better written as target is ESCItem if that's - # the only case here -# if target.get("interact_positions") != null: -# parent.position = target.interact_positions.default -# else: -# parent.position = target.position - parent.position = target.get_interact_position() - escoria.logger.info("Object " + target.name + " teleported at position " - + str(parent.position) + " with angle ", str(angle)) else: - escoria.logger.report_errors("escitem.gd:teleport()", - ["Target to teleport to is null or unusable (" + str(target) + ")"]) + escoria.logger.report_errors( + "ESCMovable#teleport()", + ["Couldn't understand how to manage teleport Target %s" % target] + ) # Teleports this item to the target position. -# TODO angle is only used for logging and has no further use, so it probably -# can be removed # # #### Parameters # # - target: Vector2 target position to teleport to -func teleport_to(target: Vector2, angle: Object = null) -> void: - if typeof(target) == TYPE_VECTOR2 : - escoria.logger.info( - "Object %s teleported at position %s with angle" % - [parent.global_id, str(target)], - [angle] - ) - parent.position = target - else: - escoria.logger.report_errors("escitem.gd:teleport_to()", - ["Target to teleport to is null or unusable (" + str(target) + ")"]) +func teleport_to(target: Vector2) -> void: + escoria.logger.info( + "Object %s teleported to position %s" % + [parent.global_id, str(target)] + ) + parent.position = target # Walk to a given position @@ -236,14 +215,6 @@ func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void: set_process(true) -# FIXME this function doesn't seem to be used anywhere -func walk(target_pos, p_speed, context = null) -> void: - if p_speed: - _orig_speed = parent.speed - parent.speed = p_speed - walk_to(target_pos, context) - - # We have finished walking. Set the idle pose and complete # # #### Parameters @@ -331,7 +302,6 @@ func update_terrain(on_event_finished_name = null) -> void: # Do not flip the entire character, because that would conflict # with shadows that expect to be siblings of $texture - # TODO Make the character sprite not rely on the node name if pose_scale == -1 and parent.get_node("sprite").scale.x > 0: parent.get_node("sprite").scale.x *= pose_scale parent.collision.scale.x *= pose_scale @@ -340,18 +310,6 @@ func update_terrain(on_event_finished_name = null) -> void: parent.collision.scale.x *= -1 -# Get the player direction index based on rotation angles -# -# FIXME: This function doesn't seem to be used anymore -# #### Parameters -# -# - angle: The rotation angle -# - animations: The list of character animations -func _get_dir(angle: float, animations) -> int: - var deg = escoria.utils.get_deg_from_rad(angle) - return _get_dir_deg(deg, animations) - - # Get the player direction index based on degrees # # #### Parameters @@ -385,7 +343,6 @@ func _get_dir_deg(deg: int, animations: Script) -> int: # Returns true if given angle is inside the interval given by a starting_angle # and the size. -# TODO Refactor to make this stuff understandable :D # # #### Parameters # @@ -416,20 +373,10 @@ func is_angle_in_interval(angle: float, interval: Array) -> bool: # Sets character's angle and plays according animation. # -# TODO: depending on current angle and current angle, the character may -# directly turn around with no "progression". We may enhance this by -# calculating successive directions to turn the character to, so that he -# doesn't switch to opposite direction too fast. -# For example, if character looks WEST and set_angle(EAST) is called, we may -# want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and -# finally EAST, all more or less fast. -# Whatever the implementation, this should be activated using "parameter -# "immediate" set to false. -# # #### Parameters # # - deg int angle to set the character -# - immediate bool (currently unused, see TODO below) +# - immediate # If true, direction is switched immediately. Else, successive animations are # used so that the character turns to target angle. func set_angle(deg: int, immediate = true) -> void: diff --git a/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd b/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd index 2d1f605b..fd3edda1 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/teleport.gd @@ -1,7 +1,6 @@ # `teleport object1 object2` # # Sets the position of object1 to the position of object2. -# FIXME re-add the angle parameter here # # @ESC extends ESCBaseCommand diff --git a/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd b/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd index 5c46899e..65333259 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/teleport_pos.gd @@ -1,7 +1,6 @@ # `teleport_pos object1 x y` # # Sets the position of object1 to the position (x,y). -# FIXME re-add the angle parameter here # # @ESC extends ESCBaseCommand diff --git a/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd b/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd index c2fef33a..18c7512f 100644 --- a/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd +++ b/addons/escoria-core/game/core-scripts/esc/esc_event_manager.gd @@ -18,7 +18,6 @@ var scheduled_events: Array = [] func _process(delta: float) -> void: if events_queue.size() > 0: var running_event = events_queue.pop_front() - # TODO: Handle event flags if not running_event.is_connected( "finished", self, "_on_event_finished" ): diff --git a/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd b/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd index d853bf8f..66a45902 100644 --- a/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd +++ b/addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd @@ -15,7 +15,6 @@ const END_REGEX = \ # Dialog type -# FIXME, currently unused, but needs reimplementation var type: String = "" # Avatar used in the dialog diff --git a/addons/escoria-core/game/core-scripts/esc_background.gd b/addons/escoria-core/game/core-scripts/esc_background.gd index 222b874e..32b8f276 100644 --- a/addons/escoria-core/game/core-scripts/esc_background.gd +++ b/addons/escoria-core/game/core-scripts/esc_background.gd @@ -78,7 +78,6 @@ func _ready(): # Manage inputs reaching the Area2D and emit the events to the input manager -# TODO: Don't change private variables here, use an event for BUTTON_WHEEL # # #### Parameters # - _viewport: (not used) diff --git a/addons/escoria-core/game/core-scripts/esc_player.gd b/addons/escoria-core/game/core-scripts/esc_player.gd index 76b0d80f..c3abba5a 100644 --- a/addons/escoria-core/game/core-scripts/esc_player.gd +++ b/addons/escoria-core/game/core-scripts/esc_player.gd @@ -1,8 +1,4 @@ # A playable character -# TODO -# - Currently the sprite node needs to be named "sprite". This is bad. -# - Animation management doesn't allow using AnimationPlayer yet. Need to find -# the best solution to manage both AnimatedSprite and AnimationPlayer. tool extends ESCItem class_name ESCPlayer diff --git a/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd b/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd index cb4977bf..f69382fb 100644 --- a/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd +++ b/addons/escoria-core/game/core-scripts/save_data/esc_save_manager.gd @@ -185,7 +185,6 @@ func save_settings(): settings_res.voice_volume = escoria.settings.voice_volume settings_res.fullscreen = escoria.settings.fullscreen settings_res.skip_dialog = escoria.settings.skip_dialog - settings_res.rate_shown = escoria.settings.rate_shown var directory: Directory = Directory.new() if not directory.dir_exists(settings_folder): diff --git a/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd b/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd index a7a996bd..048caeb5 100644 --- a/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd +++ b/addons/escoria-core/game/core-scripts/save_data/esc_savesettings.gd @@ -35,6 +35,3 @@ export var fullscreen: bool = false # True if skipping dialogs is allowed export var skip_dialog: bool = true - -# FIXME: to be defined (achievements?) -export var rate_shown: bool = false diff --git a/addons/escoria-core/game/escoria.gd b/addons/escoria-core/game/escoria.gd index 865eb70b..a7a2d6ed 100644 --- a/addons/escoria-core/game/escoria.gd +++ b/addons/escoria-core/game/escoria.gd @@ -244,7 +244,6 @@ func do(action: String, params: Array = []) -> void: # Event handler when an object/item was clicked -# FIXME this method is way to complex # # #### Parameters # @@ -375,8 +374,6 @@ func _on_settings_loaded(p_settings: ESCSaveSettings) -> void: else: settings = ESCSaveSettings.new() - # TODO Apply globally -# AudioServer.set_fx_global_volume_scale(settings.sfx_volume) AudioServer.set_bus_volume_db( AudioServer.get_bus_index("Master"), linear2db(settings.master_volume) diff --git a/addons/escoria-core/game/main.gd b/addons/escoria-core/game/main.gd index 79e17a9d..a8dd9ba0 100644 --- a/addons/escoria-core/game/main.gd +++ b/addons/escoria-core/game/main.gd @@ -16,8 +16,6 @@ var current_scene: Node # The Escoria context currently in wait state var wait_level -# FIXME Document this variable -var screen_ofs = Vector2(0, 0) # Reference to the ESCBackgroundMusic node onready var bg_music = $bg_music @@ -111,7 +109,7 @@ func set_camera_limits(camera_limit_id: int = 0) -> void: scene_camera_limits.size.x, scene_camera_limits.position.y, scene_camera_limits.position.y + \ - scene_camera_limits.size.y + screen_ofs.y * 2 + scene_camera_limits.size.y ) escoria.logger.info( "Setting camera limits from parameter ", @@ -119,7 +117,6 @@ func set_camera_limits(camera_limit_id: int = 0) -> void: ) current_scene.game.get_node("camera").set_limits(limits) - current_scene.game.get_node("camera").set_offset(screen_ofs * 2) func save_game(p_savegame_res: Resource) -> void: diff --git a/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn b/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn index a051eef1..8ce9b455 100644 --- a/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn +++ b/addons/escoria-core/game/scenes/dialogs/dialog_player.tscn @@ -6,5 +6,5 @@ [ext_resource path="res://game/ui/commons/dialogs/dialog_box_inset.tscn" type="PackedScene" id=4] [node name="dialog_player" type="ResourcePreloader"] -resources = [ PoolStringArray( "dialog_box_inset", "dialog_label", "text_dialog_choice" ), [ ExtResource( 4 ), ExtResource( 1 ), ExtResource( 2 ) ] ] +resources = [ PoolStringArray( "default", "dialog_box_inset", "dialog_label", "text_dialog_choice" ), [ ExtResource( 2 ), ExtResource( 4 ), ExtResource( 1 ), ExtResource( 2 ) ] ] script = ExtResource( 3 ) diff --git a/addons/escoria-core/game/scenes/transitions/transition.gd b/addons/escoria-core/game/scenes/transitions/transition.gd index bc681c95..6ef59579 100644 --- a/addons/escoria-core/game/scenes/transitions/transition.gd +++ b/addons/escoria-core/game/scenes/transitions/transition.gd @@ -1,5 +1,4 @@ # A transition player for scene changes -# FIXME Add configuration to select a specific mask extends ColorRect diff --git a/docs/api/ESCBackground.md b/docs/api/ESCBackground.md index de8a4e39..32b055eb 100644 --- a/docs/api/ESCBackground.md +++ b/docs/api/ESCBackground.md @@ -36,7 +36,6 @@ func manage_input(_viewport, event, _shape_idx) -> void ``` Manage inputs reaching the Area2D and emit the events to the input manager -TODO: Don't change private variables here, use an event for BUTTON_WHEEL #### Parameters - _viewport: (not used) diff --git a/docs/api/ESCDialog.md b/docs/api/ESCDialog.md index 8a8d3023..817d98c7 100644 --- a/docs/api/ESCDialog.md +++ b/docs/api/ESCDialog.md @@ -35,7 +35,6 @@ var type: String = "" ``` Dialog type -FIXME, currently unused, but needs reimplementation ### avatar diff --git a/docs/api/ESCMovable.md b/docs/api/ESCMovable.md index c8a1450e..2986eaaf 100644 --- a/docs/api/ESCMovable.md +++ b/docs/api/ESCMovable.md @@ -70,7 +70,7 @@ Wether the character was moved at all var last_deg: int ``` -Angle degrees to the last position (TODO is that correct?) +Angle degrees from the last position to the next ### last\_dir @@ -78,7 +78,7 @@ Angle degrees to the last position (TODO is that correct?) var last_dir: int ``` -Direction of the last position (TODO is that correct?) +Player Direction used to reflect the movement to the new position ### last\_scale @@ -86,7 +86,7 @@ Direction of the last position (TODO is that correct?) var last_scale: Vector2 ``` -Scale of the last position (TODO is that correct?) +The last scaling applied to the parent ### pose\_scale @@ -94,7 +94,7 @@ Scale of the last position (TODO is that correct?) var pose_scale: int ``` -TODO Isn't this actually the flip state of the current animation? +Wether the current direction animation is flipped ### parent @@ -104,14 +104,6 @@ var parent Shortcut variable that references the node's parent -### bypass\_missing\_animation - -```gdscript -var bypass_missing_animation -``` - -If character misses an animation, bypass it and proceed. - ### task ```gdscript @@ -125,12 +117,10 @@ Currenly running task ### teleport ```gdscript -func teleport(target: Node, angle: Object = null) -> void +func teleport(target: Node) -> void ``` Teleports this item to the target position. -TODO angle is only used for logging and has no further use, so it probably -can be removed #### Parameters @@ -139,12 +129,10 @@ can be removed ### teleport\_to ```gdscript -func teleport_to(target: Vector2, angle: Object = null) -> void +func teleport_to(target: Vector2) -> void ``` Teleports this item to the target position. -TODO angle is only used for logging and has no further use, so it probably -can be removed #### Parameters @@ -163,14 +151,6 @@ Walk to a given position - pos: Position to walk to - p_walk_context: Walk context to use -### walk - -```gdscript -func walk(target_pos, p_speed, context = null) -> void -``` - -FIXME this function doesn't seem to be used anywhere - ### walk\_stop ```gdscript @@ -203,7 +183,6 @@ func is_angle_in_interval(angle: float, interval: Array) -> bool Returns true if given angle is inside the interval given by a starting_angle and the size. -TODO Refactor to make this stuff understandable :D #### Parameters @@ -220,19 +199,9 @@ func set_angle(deg: int, immediate = true) -> void Sets character's angle and plays according animation. -TODO: depending on current angle and current angle, the character may -directly turn around with no "progression". We may enhance this by -calculating successive directions to turn the character to, so that he -doesn't switch to opposite direction too fast. -For example, if character looks WEST and set_angle(EAST) is called, we may -want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and -finally EAST, all more or less fast. -Whatever the implementation, this should be activated using "parameter -"immediate" set to false. - #### Parameters - deg int angle to set the character -- immediate bool (currently unused, see TODO below) +- immediate If true, direction is switched immediately. Else, successive animations are used so that the character turns to target angle. \ No newline at end of file diff --git a/docs/api/ESCPlayer.md b/docs/api/ESCPlayer.md index 0508389f..4e3665eb 100644 --- a/docs/api/ESCPlayer.md +++ b/docs/api/ESCPlayer.md @@ -7,10 +7,6 @@ ## Description A playable character -TODO -- Currently the sprite node needs to be named "sprite". This is bad. -- Animation management doesn't allow using AnimationPlayer yet. Need to find - the best solution to manage both AnimatedSprite and AnimationPlayer. ## Property Descriptions diff --git a/docs/api/ESCSaveSettings.md b/docs/api/ESCSaveSettings.md index 5d155c64..8a6e46da 100644 --- a/docs/api/ESCSaveSettings.md +++ b/docs/api/ESCSaveSettings.md @@ -88,12 +88,4 @@ export var fullscreen: bool = false export var skip_dialog: bool = true ``` -True if skipping dialogs is allowed - -### rate\_shown - -```gdscript -export var rate_shown: bool = false -``` - - FIXME: to be defined (achievements?) \ No newline at end of file +True if skipping dialogs is allowed \ No newline at end of file diff --git a/docs/api/TeleportCommand.md b/docs/api/TeleportCommand.md index 212bc00f..033f4e8c 100644 --- a/docs/api/TeleportCommand.md +++ b/docs/api/TeleportCommand.md @@ -9,7 +9,6 @@ `teleport object1 object2` Sets the position of object1 to the position of object2. -FIXME re-add the angle parameter here @ESC diff --git a/docs/api/TeleportPosCommand.md b/docs/api/TeleportPosCommand.md index 074e5453..eef96f4e 100644 --- a/docs/api/TeleportPosCommand.md +++ b/docs/api/TeleportPosCommand.md @@ -9,7 +9,6 @@ `teleport_pos object1 x y` Sets the position of object1 to the position (x,y). -FIXME re-add the angle parameter here @ESC diff --git a/docs/api/main.gd.md b/docs/api/main.gd.md index d1d042c3..8f62ea9e 100644 --- a/docs/api/main.gd.md +++ b/docs/api/main.gd.md @@ -34,14 +34,6 @@ var wait_level The Escoria context currently in wait state -### screen\_ofs - -```gdscript -var screen_ofs -``` - -FIXME Document this variable - ### bg\_music ```gdscript diff --git a/docs/api/transition.gd.md b/docs/api/transition.gd.md index 33ba7fd7..6ac4a749 100644 --- a/docs/api/transition.gd.md +++ b/docs/api/transition.gd.md @@ -7,7 +7,6 @@ ## Description A transition player for scene changes -FIXME Add configuration to select a specific mask ## Property Descriptions diff --git a/docs/esc.md b/docs/esc.md index 6685bba5..1adb2657 100644 --- a/docs/esc.md +++ b/docs/esc.md @@ -331,11 +331,9 @@ Stops the event's execution. #### `teleport object1 object2` [API-Doc](api/TeleportCommand.md) Sets the position of object1 to the position of object2. -FIXME re-add the angle parameter here #### `teleport_pos object1 x y` [API-Doc](api/TeleportPosCommand.md) Sets the position of object1 to the position (x,y). -FIXME re-add the angle parameter here #### `turn_to object degrees [immediate]` [API-Doc](api/TurnToCommand.md) **This command is currently not fully implemented.** diff --git a/game/ui/commons/dialogs/dialog_box_inset.tscn b/game/ui/commons/dialogs/dialog_box_inset.tscn index 16412c8f..cb2e4a38 100644 --- a/game/ui/commons/dialogs/dialog_box_inset.tscn +++ b/game/ui/commons/dialogs/dialog_box_inset.tscn @@ -11,9 +11,9 @@ anchor_top = 0.334 anchor_right = 0.845 anchor_bottom = 0.666 margin_left = 0.100006 -margin_top = -0.199982 +margin_top = -0.200012 margin_right = -0.100098 -margin_bottom = 0.200012 +margin_bottom = 0.199951 script = ExtResource( 3 ) __meta__ = { "_edit_use_anchors_": false @@ -23,7 +23,7 @@ __meta__ = { margin_left = 7.0 margin_top = 7.0 margin_right = 876.0 -margin_bottom = 259.0 +margin_bottom = 292.2 custom_constants/margin_right = 20 custom_constants/margin_top = 20 custom_constants/margin_left = 20 @@ -36,35 +36,35 @@ __meta__ = { margin_left = 20.0 margin_top = 20.0 margin_right = 849.0 -margin_bottom = 232.0 +margin_bottom = 265.0 custom_constants/separation = 35 dragger_visibility = 1 [node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/HSplitContainer"] margin_right = 174.0 -margin_bottom = 212.0 +margin_bottom = 245.0 size_flags_horizontal = 3 size_flags_stretch_ratio = 0.3 [node name="avatar" type="TextureRect" parent="MarginContainer/HSplitContainer/VBoxContainer"] margin_right = 174.0 -margin_bottom = 184.0 +margin_bottom = 217.0 size_flags_horizontal = 3 size_flags_vertical = 3 texture = ExtResource( 2 ) expand = true [node name="name" type="Label" parent="MarginContainer/HSplitContainer/VBoxContainer"] -margin_top = 188.0 +margin_top = 221.0 margin_right = 174.0 -margin_bottom = 212.0 +margin_bottom = 245.0 custom_fonts/font = ExtResource( 1 ) valign = 1 [node name="text" type="RichTextLabel" parent="MarginContainer/HSplitContainer"] margin_left = 209.0 margin_right = 829.0 -margin_bottom = 212.0 +margin_bottom = 245.0 size_flags_horizontal = 3 custom_fonts/normal_font = ExtResource( 1 ) bbcode_enabled = true diff --git a/game/ui/commons/save/save_game.gd b/game/ui/commons/save/save_game.gd index cdfabd84..27d12b64 100644 --- a/game/ui/commons/save/save_game.gd +++ b/game/ui/commons/save/save_game.gd @@ -13,7 +13,6 @@ func _ready(): func _on_slot_pressed(p_slot_n: int): slot_pressed = p_slot_n if escoria.save_manager.save_game_exists(p_slot_n): - # TODO Manage save override, ask for confirmation pass else: $save_name_popup.popup() diff --git a/project.godot b/project.godot index 1ce64d93..09891336 100644 --- a/project.godot +++ b/project.godot @@ -548,7 +548,7 @@ _global_script_class_icons={ [application] -config/name="Escoria-reloaded" +config/name="Escoria" run/main_scene="res://addons/escoria-core/game/main_scene.tscn" boot_splash/image="res://addons/escoria-core/logo/escoria-logo-small.png" boot_splash/fullsize=false