chore: storing version and changelog

This commit is contained in:
StraToN
2022-03-07 16:28:18 +00:00
parent ac2e7ba20e
commit 58476828c6
7 changed files with 26 additions and 22 deletions

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@@ -1,3 +1,7 @@
## [4.0.0-alpha.120](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.120) (2022-03-07)
## [4.0.0-alpha.119](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.119) (2022-03-07)

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@@ -2,8 +2,8 @@
#
# Events are triggered from various sources. Common events include
#
# * :setup : This event is always the first to be called each time the room is visited.
# It allows elements in the room to be prepared *before* the room is displayed to the
# * :setup : This event is always the first to be called each time the room is visited.
# It allows elements in the room to be prepared *before* the room is displayed to the
# player (e.g. starting particle effects).
# * :ready : This event is the second to be called each time the room is visited.
# It is run immediately after `:setup` finishes execution, if it exists. Otherwise,

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@@ -115,15 +115,15 @@ func element_focused(element_id: String) -> void:
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Hovering an ESCItem highlights its default action
if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action)
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2(target_obj.tooltip_name)
@@ -141,7 +141,7 @@ func element_unfocused() -> void:
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target("")
verbs_menu.unselect_actions()
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2("")
@@ -166,12 +166,12 @@ func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
# Just clicked on the item
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Clicked on item and now we're awaiting a target item
# This means we clicked the tool and we now need a target
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
@@ -214,12 +214,12 @@ func left_click_on_inventory_item(inventory_item_global_id: String, event: Input
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
# Just clicked on the inventory item: do nothing special
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
return
# Clicked on inventory item and now we're awaiting a target item
# This means we clicked the tool and we now need a target
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
@@ -242,7 +242,7 @@ func inventory_item_focused(inventory_item_global_id: String) -> void:
var target_obj = escoria.object_manager.get_object(
inventory_item_global_id
).node
match escoria.action_manager.action_state:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
@@ -250,15 +250,15 @@ func inventory_item_focused(inventory_item_global_id: String) -> void:
# (see element_focused() and inventory_item_focused())
ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target(target_obj.tooltip_name)
# Hovering an ESCItem highlights its default action
if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action)
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2(target_obj.tooltip_name)
@@ -270,12 +270,12 @@ func inventory_item_unfocused() -> void:
# Don't change the tooltip if an action input is completed
# (ie verb+item(+target)) because the action is now being executed
return
ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
tooltip.set_target("")
verbs_menu.unselect_actions()
ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
tooltip.set_target2("")
@@ -313,7 +313,7 @@ func hide_main_menu():
if get_node(main_menu).visible:
get_node(main_menu).hide()
show_ui()
func show_main_menu():
if not get_node(main_menu).visible:
hide_ui()

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@@ -30,5 +30,5 @@ func set_by_name(action_name: String):
selected_action = action_name
for but in get_children():
but.set_pressed(but.get_name() == action_name)

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@@ -140,7 +140,7 @@ func left_click_on_inventory_item(inventory_item_global_id: String, event: Input
$mouse_layer/verbs_menu.set_tool_texture(
item.inventory_item.texture_normal
)
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
mousewheel_action(1)

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@@ -17,7 +17,7 @@ func _on_inventory_button_pressed():
hide_inventory()
else:
show_inventory()
func show_inventory():
$FloatingInventory/InventoryTween.stop_all()

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@@ -29,7 +29,7 @@ func iterate_actions_cursor(direction: int):
current_cursor_id = 0
elif current_cursor_id < 0:
current_cursor_id = cursors.size() - 1
Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
escoria.action_manager.set_current_action(cursors[current_cursor_id].name)
if $mouse_position/tool.texture != null:
@@ -40,7 +40,7 @@ func set_by_name(name: String) -> void:
if cursors[i].name == name:
current_cursor_id = i
break
Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
escoria.action_manager.set_current_action(cursors[current_cursor_id].name)