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:
@@ -36,7 +36,6 @@ func manage_input(_viewport, event, _shape_idx) -> void
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```
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Manage inputs reaching the Area2D and emit the events to the input manager
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TODO: Don't change private variables here, use an event for BUTTON_WHEEL
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#### Parameters
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- _viewport: (not used)
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@@ -35,7 +35,6 @@ var type: String = ""
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```
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Dialog type
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FIXME, currently unused, but needs reimplementation
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### avatar
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@@ -70,7 +70,7 @@ Wether the character was moved at all
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var last_deg: int
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```
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Angle degrees to the last position (TODO is that correct?)
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Angle degrees from the last position to the next
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### last\_dir
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@@ -78,7 +78,7 @@ Angle degrees to the last position (TODO is that correct?)
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var last_dir: int
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```
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Direction of the last position (TODO is that correct?)
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Player Direction used to reflect the movement to the new position
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### last\_scale
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@@ -86,7 +86,7 @@ Direction of the last position (TODO is that correct?)
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var last_scale: Vector2
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```
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Scale of the last position (TODO is that correct?)
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The last scaling applied to the parent
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### pose\_scale
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@@ -94,7 +94,7 @@ Scale of the last position (TODO is that correct?)
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var pose_scale: int
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```
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TODO Isn't this actually the flip state of the current animation?
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Wether the current direction animation is flipped
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### parent
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@@ -104,14 +104,6 @@ var parent
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Shortcut variable that references the node's parent
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### bypass\_missing\_animation
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```gdscript
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var bypass_missing_animation
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```
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If character misses an animation, bypass it and proceed.
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### task
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```gdscript
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@@ -125,12 +117,10 @@ Currenly running task
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### teleport
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```gdscript
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func teleport(target: Node, angle: Object = null) -> void
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func teleport(target: Node) -> void
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```
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Teleports this item to the target position.
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TODO angle is only used for logging and has no further use, so it probably
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can be removed
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#### Parameters
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@@ -139,12 +129,10 @@ can be removed
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### teleport\_to
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```gdscript
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func teleport_to(target: Vector2, angle: Object = null) -> void
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func teleport_to(target: Vector2) -> void
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```
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Teleports this item to the target position.
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TODO angle is only used for logging and has no further use, so it probably
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can be removed
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#### Parameters
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@@ -163,14 +151,6 @@ Walk to a given position
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- pos: Position to walk to
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- p_walk_context: Walk context to use
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### walk
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```gdscript
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func walk(target_pos, p_speed, context = null) -> void
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```
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FIXME this function doesn't seem to be used anywhere
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### walk\_stop
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```gdscript
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@@ -203,7 +183,6 @@ func is_angle_in_interval(angle: float, interval: Array) -> bool
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Returns true if given angle is inside the interval given by a starting_angle
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and the size.
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TODO Refactor to make this stuff understandable :D
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#### Parameters
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@@ -220,19 +199,9 @@ func set_angle(deg: int, immediate = true) -> void
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Sets character's angle and plays according animation.
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TODO: depending on current angle and current angle, the character may
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directly turn around with no "progression". We may enhance this by
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calculating successive directions to turn the character to, so that he
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doesn't switch to opposite direction too fast.
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For example, if character looks WEST and set_angle(EAST) is called, we may
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want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and
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finally EAST, all more or less fast.
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Whatever the implementation, this should be activated using "parameter
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"immediate" set to false.
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#### Parameters
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- deg int angle to set the character
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- immediate bool (currently unused, see TODO below)
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- immediate
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If true, direction is switched immediately. Else, successive animations are
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used so that the character turns to target angle.
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@@ -7,10 +7,6 @@
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## Description
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A playable character
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TODO
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- Currently the sprite node needs to be named "sprite". This is bad.
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- Animation management doesn't allow using AnimationPlayer yet. Need to find
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the best solution to manage both AnimatedSprite and AnimationPlayer.
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## Property Descriptions
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@@ -88,12 +88,4 @@ export var fullscreen: bool = false
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export var skip_dialog: bool = true
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```
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True if skipping dialogs is allowed
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### rate\_shown
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```gdscript
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export var rate_shown: bool = false
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```
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FIXME: to be defined (achievements?)
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True if skipping dialogs is allowed
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@@ -9,7 +9,6 @@
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`teleport object1 object2`
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Sets the position of object1 to the position of object2.
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FIXME re-add the angle parameter here
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@ESC
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@@ -9,7 +9,6 @@
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`teleport_pos object1 x y`
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Sets the position of object1 to the position (x,y).
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FIXME re-add the angle parameter here
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@ESC
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@@ -34,14 +34,6 @@ var wait_level
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The Escoria context currently in wait state
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### screen\_ofs
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```gdscript
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var screen_ofs
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```
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FIXME Document this variable
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### bg\_music
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```gdscript
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@@ -7,7 +7,6 @@
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## Description
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A transition player for scene changes
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FIXME Add configuration to select a specific mask
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## Property Descriptions
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