Checked all FIXMEs and TODOs (#353)

Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
Co-authored-by: dploeger <dploeger@users.noreply.github.com>
This commit is contained in:
Dennis Ploeger
2021-08-02 21:23:57 +02:00
committed by GitHub
parent 90f880d090
commit 56bf96da8c
26 changed files with 66 additions and 198 deletions

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@@ -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)

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@@ -35,7 +35,6 @@ var type: String = ""
```
Dialog type
FIXME, currently unused, but needs reimplementation
### avatar

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@@ -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.

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@@ -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

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@@ -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?)
True if skipping dialogs is allowed

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@@ -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

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@@ -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

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@@ -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

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@@ -7,7 +7,6 @@
## Description
A transition player for scene changes
FIXME Add configuration to select a specific mask
## Property Descriptions

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@@ -331,11 +331,9 @@ Stops the event's execution.
#### <a name="TeleportCommand.md"></a>`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
#### <a name="TeleportPosCommand.md"></a>`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
#### <a name="TurnToCommand.md"></a>`turn_to object degrees [immediate]` [API-Doc](api/TurnToCommand.md)
**This command is currently not fully implemented.**