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

View File

@@ -31,16 +31,16 @@ var walk_context: ESCWalkContext = null
# Wether the character was moved at all # Wether the character was moved at all
var moved: bool 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 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 var last_dir: int
# Scale of the last position (TODO is that correct?) # The last scaling applied to the parent
var last_scale: Vector2 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 var pose_scale: int
@@ -50,9 +50,6 @@ var _orig_speed: float = 0.0
# Shortcut variable that references the node's parent # Shortcut variable that references the node's parent
onready var parent = get_parent() onready var parent = get_parent()
# If character misses an animation, bypass it and proceed.
onready var bypass_missing_animation = false
# Currenly running task # Currenly running task
onready var task = MovableTask.NONE onready var task = MovableTask.NONE
@@ -89,7 +86,6 @@ func _process(delta: float) -> void:
dist *= parent.terrain.player_doubleclick_speed_multiplier dist *= parent.terrain.player_doubleclick_speed_multiplier
var dir = (next - pos).normalized() 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) dir = dir * (dir.x * dir.x + dir.y * dir.y * parent.v_speed_damp)
var new_pos var new_pos
@@ -115,33 +111,26 @@ func _process(delta: float) -> void:
var current_animation = "" var current_animation = ""
if parent.animation_sprite != null: if parent.animation_sprite != null:
current_animation = parent.animation_sprite.animation current_animation = parent.animation_sprite.animation
# elif animation != null:
# current_animation = animation.current_animation
# FIXME This is obviously wrong as bypass_missing_animation is var animation_to_play = \
# always false parent.animations.directions[last_dir][0]
bypass_missing_animation = false if current_animation != animation_to_play:
if !bypass_missing_animation: if parent.animation_sprite.frames.has_animation(
var animation_to_play = \ animation_to_play
parent.animations.directions[last_dir][0] ):
if current_animation != animation_to_play: parent.animation_sprite.play(animation_to_play)
if parent.animation_sprite.frames.has_animation( else:
animation_to_play current_animation = animation_to_play
): escoria.logger.report_warnings(
parent.animation_sprite.play(animation_to_play) "movable.gd:_process()",
else: [
bypass_missing_animation = true "Character %s has no animation %s "
current_animation = animation_to_play % [parent.global_id, animation_to_play],
escoria.logger.report_warnings( "Bypassing missing animation and " +
"movable.gd:_process()", "proceed movement."
[ ],
"Character %s has no animation %s " true
% [parent.global_id, animation_to_play], )
"Bypassing missing animation and " +
"proceed movement."
],
true
)
pose_scale = parent.animations.directions[last_dir][1] pose_scale = parent.animations.directions[last_dir][1]
@@ -152,53 +141,43 @@ func _process(delta: float) -> void:
# Teleports this item to the target position. # 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 # #### Parameters
# #
# - target: Position2d or ESCItem to teleport to # - target: Position2d or ESCItem to teleport to
func teleport(target: Node, angle: Object = null) -> void: func teleport(target: Node) -> void:
if target is Position2D: if target.has_method("get_interact_position"):
parent.position = target.get_interact_position()
escoria.logger.info( escoria.logger.info(
"Object %s teleported at position %s with angle" % "Object %s is teleported at position %s" % [
[parent.global_id, str(target.position)], target.name,
[angle] 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 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: else:
escoria.logger.report_errors("escitem.gd:teleport()", escoria.logger.report_errors(
["Target to teleport to is null or unusable (" + str(target) + ")"]) "ESCMovable#teleport()",
["Couldn't understand how to manage teleport Target %s" % target]
)
# Teleports this item to the target position. # 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 # #### Parameters
# #
# - target: Vector2 target position to teleport to # - target: Vector2 target position to teleport to
func teleport_to(target: Vector2, angle: Object = null) -> void: func teleport_to(target: Vector2) -> void:
if typeof(target) == TYPE_VECTOR2 : escoria.logger.info(
escoria.logger.info( "Object %s teleported to position %s" %
"Object %s teleported at position %s with angle" % [parent.global_id, str(target)]
[parent.global_id, str(target)], )
[angle] parent.position = target
)
parent.position = target
else:
escoria.logger.report_errors("escitem.gd:teleport_to()",
["Target to teleport to is null or unusable (" + str(target) + ")"])
# Walk to a given position # Walk to a given position
@@ -236,14 +215,6 @@ func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
set_process(true) 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 # We have finished walking. Set the idle pose and complete
# #
# #### Parameters # #### Parameters
@@ -331,7 +302,6 @@ func update_terrain(on_event_finished_name = null) -> void:
# Do not flip the entire character, because that would conflict # Do not flip the entire character, because that would conflict
# with shadows that expect to be siblings of $texture # 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: if pose_scale == -1 and parent.get_node("sprite").scale.x > 0:
parent.get_node("sprite").scale.x *= pose_scale parent.get_node("sprite").scale.x *= pose_scale
parent.collision.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 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 # Get the player direction index based on degrees
# #
# #### Parameters # #### 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 # Returns true if given angle is inside the interval given by a starting_angle
# and the size. # and the size.
# TODO Refactor to make this stuff understandable :D
# #
# #### Parameters # #### Parameters
# #
@@ -416,20 +373,10 @@ func is_angle_in_interval(angle: float, interval: Array) -> bool:
# Sets character's angle and plays according animation. # 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 # #### Parameters
# #
# - deg int angle to set the character # - 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 # If true, direction is switched immediately. Else, successive animations are
# used so that the character turns to target angle. # used so that the character turns to target angle.
func set_angle(deg: int, immediate = true) -> void: func set_angle(deg: int, immediate = true) -> void:

View File

@@ -1,7 +1,6 @@
# `teleport object1 object2` # `teleport object1 object2`
# #
# Sets the position of object1 to the position of object2. # Sets the position of object1 to the position of object2.
# FIXME re-add the angle parameter here
# #
# @ESC # @ESC
extends ESCBaseCommand extends ESCBaseCommand

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@@ -1,7 +1,6 @@
# `teleport_pos object1 x y` # `teleport_pos object1 x y`
# #
# Sets the position of object1 to the position (x,y). # Sets the position of object1 to the position (x,y).
# FIXME re-add the angle parameter here
# #
# @ESC # @ESC
extends ESCBaseCommand extends ESCBaseCommand

View File

@@ -18,7 +18,6 @@ var scheduled_events: Array = []
func _process(delta: float) -> void: func _process(delta: float) -> void:
if events_queue.size() > 0: if events_queue.size() > 0:
var running_event = events_queue.pop_front() var running_event = events_queue.pop_front()
# TODO: Handle event flags
if not running_event.is_connected( if not running_event.is_connected(
"finished", self, "_on_event_finished" "finished", self, "_on_event_finished"
): ):

View File

@@ -15,7 +15,6 @@ const END_REGEX = \
# Dialog type # Dialog type
# FIXME, currently unused, but needs reimplementation
var type: String = "" var type: String = ""
# Avatar used in the dialog # Avatar used in the dialog

View File

@@ -78,7 +78,6 @@ func _ready():
# Manage inputs reaching the Area2D and emit the events to the input manager # 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 # #### Parameters
# - _viewport: (not used) # - _viewport: (not used)

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@@ -1,8 +1,4 @@
# A playable character # 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 tool
extends ESCItem extends ESCItem
class_name ESCPlayer class_name ESCPlayer

View File

@@ -185,7 +185,6 @@ func save_settings():
settings_res.voice_volume = escoria.settings.voice_volume settings_res.voice_volume = escoria.settings.voice_volume
settings_res.fullscreen = escoria.settings.fullscreen settings_res.fullscreen = escoria.settings.fullscreen
settings_res.skip_dialog = escoria.settings.skip_dialog settings_res.skip_dialog = escoria.settings.skip_dialog
settings_res.rate_shown = escoria.settings.rate_shown
var directory: Directory = Directory.new() var directory: Directory = Directory.new()
if not directory.dir_exists(settings_folder): if not directory.dir_exists(settings_folder):

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@@ -35,6 +35,3 @@ export var fullscreen: bool = false
# True if skipping dialogs is allowed # True if skipping dialogs is allowed
export var skip_dialog: bool = true export var skip_dialog: bool = true
# FIXME: to be defined (achievements?)
export var rate_shown: bool = false

View File

@@ -244,7 +244,6 @@ func do(action: String, params: Array = []) -> void:
# Event handler when an object/item was clicked # Event handler when an object/item was clicked
# FIXME this method is way to complex
# #
# #### Parameters # #### Parameters
# #
@@ -375,8 +374,6 @@ func _on_settings_loaded(p_settings: ESCSaveSettings) -> void:
else: else:
settings = ESCSaveSettings.new() settings = ESCSaveSettings.new()
# TODO Apply globally
# AudioServer.set_fx_global_volume_scale(settings.sfx_volume)
AudioServer.set_bus_volume_db( AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("Master"), AudioServer.get_bus_index("Master"),
linear2db(settings.master_volume) linear2db(settings.master_volume)

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@@ -16,8 +16,6 @@ var current_scene: Node
# The Escoria context currently in wait state # The Escoria context currently in wait state
var wait_level var wait_level
# FIXME Document this variable
var screen_ofs = Vector2(0, 0)
# Reference to the ESCBackgroundMusic node # Reference to the ESCBackgroundMusic node
onready var bg_music = $bg_music 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.size.x,
scene_camera_limits.position.y, scene_camera_limits.position.y,
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( escoria.logger.info(
"Setting camera limits from parameter ", "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_limits(limits)
current_scene.game.get_node("camera").set_offset(screen_ofs * 2)
func save_game(p_savegame_res: Resource) -> void: func save_game(p_savegame_res: Resource) -> void:

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@@ -6,5 +6,5 @@
[ext_resource path="res://game/ui/commons/dialogs/dialog_box_inset.tscn" type="PackedScene" id=4] [ext_resource path="res://game/ui/commons/dialogs/dialog_box_inset.tscn" type="PackedScene" id=4]
[node name="dialog_player" type="ResourcePreloader"] [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 ) script = ExtResource( 3 )

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@@ -1,5 +1,4 @@
# A transition player for scene changes # A transition player for scene changes
# FIXME Add configuration to select a specific mask
extends ColorRect extends ColorRect

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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 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 #### Parameters
- _viewport: (not used) - _viewport: (not used)

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

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@@ -70,7 +70,7 @@ Wether the character was moved at all
var last_deg: int 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 ### last\_dir
@@ -78,7 +78,7 @@ Angle degrees to the last position (TODO is that correct?)
var last_dir: int 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 ### last\_scale
@@ -86,7 +86,7 @@ Direction of the last position (TODO is that correct?)
var last_scale: Vector2 var last_scale: Vector2
``` ```
Scale of the last position (TODO is that correct?) The last scaling applied to the parent
### pose\_scale ### pose\_scale
@@ -94,7 +94,7 @@ Scale of the last position (TODO is that correct?)
var pose_scale: int var pose_scale: int
``` ```
TODO Isn't this actually the flip state of the current animation? Wether the current direction animation is flipped
### parent ### parent
@@ -104,14 +104,6 @@ var parent
Shortcut variable that references the node's 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 ### task
```gdscript ```gdscript
@@ -125,12 +117,10 @@ Currenly running task
### teleport ### teleport
```gdscript ```gdscript
func teleport(target: Node, angle: Object = null) -> void func teleport(target: Node) -> void
``` ```
Teleports this item to the target position. 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 #### Parameters
@@ -139,12 +129,10 @@ can be removed
### teleport\_to ### teleport\_to
```gdscript ```gdscript
func teleport_to(target: Vector2, angle: Object = null) -> void func teleport_to(target: Vector2) -> void
``` ```
Teleports this item to the target position. 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 #### Parameters
@@ -163,14 +151,6 @@ Walk to a given position
- pos: Position to walk to - pos: Position to walk to
- p_walk_context: Walk context to use - 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 ### walk\_stop
```gdscript ```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 Returns true if given angle is inside the interval given by a starting_angle
and the size. and the size.
TODO Refactor to make this stuff understandable :D
#### Parameters #### Parameters
@@ -220,19 +199,9 @@ func set_angle(deg: int, immediate = true) -> void
Sets character's angle and plays according animation. 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 #### Parameters
- deg int angle to set the character - 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 If true, direction is switched immediately. Else, successive animations are
used so that the character turns to target angle. used so that the character turns to target angle.

View File

@@ -7,10 +7,6 @@
## Description ## Description
A playable character 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 ## Property Descriptions

View File

@@ -88,12 +88,4 @@ export var fullscreen: bool = false
export var skip_dialog: bool = true export var skip_dialog: bool = true
``` ```
True if skipping dialogs is allowed True if skipping dialogs is allowed
### rate\_shown
```gdscript
export var rate_shown: bool = false
```
 FIXME: to be defined (achievements?)

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@@ -9,7 +9,6 @@
`teleport object1 object2` `teleport object1 object2`
Sets the position of object1 to the position of object2. Sets the position of object1 to the position of object2.
FIXME re-add the angle parameter here
@ESC @ESC

View File

@@ -9,7 +9,6 @@
`teleport_pos object1 x y` `teleport_pos object1 x y`
Sets the position of object1 to the position (x,y). Sets the position of object1 to the position (x,y).
FIXME re-add the angle parameter here
@ESC @ESC

View File

@@ -34,14 +34,6 @@ var wait_level
The Escoria context currently in wait state The Escoria context currently in wait state
### screen\_ofs
```gdscript
var screen_ofs
```
FIXME Document this variable
### bg\_music ### bg\_music
```gdscript ```gdscript

View File

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

View File

@@ -331,11 +331,9 @@ Stops the event's execution.
#### <a name="TeleportCommand.md"></a>`teleport object1 object2` [API-Doc](api/TeleportCommand.md) #### <a name="TeleportCommand.md"></a>`teleport object1 object2` [API-Doc](api/TeleportCommand.md)
Sets the position of object1 to the position of object2. 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) #### <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). 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) #### <a name="TurnToCommand.md"></a>`turn_to object degrees [immediate]` [API-Doc](api/TurnToCommand.md)
**This command is currently not fully implemented.** **This command is currently not fully implemented.**

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@@ -11,9 +11,9 @@ anchor_top = 0.334
anchor_right = 0.845 anchor_right = 0.845
anchor_bottom = 0.666 anchor_bottom = 0.666
margin_left = 0.100006 margin_left = 0.100006
margin_top = -0.199982 margin_top = -0.200012
margin_right = -0.100098 margin_right = -0.100098
margin_bottom = 0.200012 margin_bottom = 0.199951
script = ExtResource( 3 ) script = ExtResource( 3 )
__meta__ = { __meta__ = {
"_edit_use_anchors_": false "_edit_use_anchors_": false
@@ -23,7 +23,7 @@ __meta__ = {
margin_left = 7.0 margin_left = 7.0
margin_top = 7.0 margin_top = 7.0
margin_right = 876.0 margin_right = 876.0
margin_bottom = 259.0 margin_bottom = 292.2
custom_constants/margin_right = 20 custom_constants/margin_right = 20
custom_constants/margin_top = 20 custom_constants/margin_top = 20
custom_constants/margin_left = 20 custom_constants/margin_left = 20
@@ -36,35 +36,35 @@ __meta__ = {
margin_left = 20.0 margin_left = 20.0
margin_top = 20.0 margin_top = 20.0
margin_right = 849.0 margin_right = 849.0
margin_bottom = 232.0 margin_bottom = 265.0
custom_constants/separation = 35 custom_constants/separation = 35
dragger_visibility = 1 dragger_visibility = 1
[node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/HSplitContainer"] [node name="VBoxContainer" type="VBoxContainer" parent="MarginContainer/HSplitContainer"]
margin_right = 174.0 margin_right = 174.0
margin_bottom = 212.0 margin_bottom = 245.0
size_flags_horizontal = 3 size_flags_horizontal = 3
size_flags_stretch_ratio = 0.3 size_flags_stretch_ratio = 0.3
[node name="avatar" type="TextureRect" parent="MarginContainer/HSplitContainer/VBoxContainer"] [node name="avatar" type="TextureRect" parent="MarginContainer/HSplitContainer/VBoxContainer"]
margin_right = 174.0 margin_right = 174.0
margin_bottom = 184.0 margin_bottom = 217.0
size_flags_horizontal = 3 size_flags_horizontal = 3
size_flags_vertical = 3 size_flags_vertical = 3
texture = ExtResource( 2 ) texture = ExtResource( 2 )
expand = true expand = true
[node name="name" type="Label" parent="MarginContainer/HSplitContainer/VBoxContainer"] [node name="name" type="Label" parent="MarginContainer/HSplitContainer/VBoxContainer"]
margin_top = 188.0 margin_top = 221.0
margin_right = 174.0 margin_right = 174.0
margin_bottom = 212.0 margin_bottom = 245.0
custom_fonts/font = ExtResource( 1 ) custom_fonts/font = ExtResource( 1 )
valign = 1 valign = 1
[node name="text" type="RichTextLabel" parent="MarginContainer/HSplitContainer"] [node name="text" type="RichTextLabel" parent="MarginContainer/HSplitContainer"]
margin_left = 209.0 margin_left = 209.0
margin_right = 829.0 margin_right = 829.0
margin_bottom = 212.0 margin_bottom = 245.0
size_flags_horizontal = 3 size_flags_horizontal = 3
custom_fonts/normal_font = ExtResource( 1 ) custom_fonts/normal_font = ExtResource( 1 )
bbcode_enabled = true bbcode_enabled = true

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@@ -13,7 +13,6 @@ func _ready():
func _on_slot_pressed(p_slot_n: int): func _on_slot_pressed(p_slot_n: int):
slot_pressed = p_slot_n slot_pressed = p_slot_n
if escoria.save_manager.save_game_exists(p_slot_n): if escoria.save_manager.save_game_exists(p_slot_n):
# TODO Manage save override, ask for confirmation
pass pass
else: else:
$save_name_popup.popup() $save_name_popup.popup()

View File

@@ -548,7 +548,7 @@ _global_script_class_icons={
[application] [application]
config/name="Escoria-reloaded" config/name="Escoria"
run/main_scene="res://addons/escoria-core/game/main_scene.tscn" 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/image="res://addons/escoria-core/logo/escoria-logo-small.png"
boot_splash/fullsize=false boot_splash/fullsize=false