chore: storing version and changelog
This commit is contained in:
@@ -1,3 +1,7 @@
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## [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)
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## [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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## [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 @@
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#
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#
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# Events are triggered from various sources. Common events include
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# Events are triggered from various sources. Common events include
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#
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#
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# * :setup : This event is always the first to be called each time the room is visited.
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# * :setup : This event is always the first to be called each time the room is visited.
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# It allows elements in the room to be prepared *before* the room is displayed to the
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# It allows elements in the room to be prepared *before* the room is displayed to the
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# player (e.g. starting particle effects).
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# player (e.g. starting particle effects).
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# * :ready : This event is the second to be called each time the room is visited.
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# * :ready : This event is the second to be called each time the room is visited.
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# It is run immediately after `:setup` finishes execution, if it exists. Otherwise,
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# 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:
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# (see element_focused() and inventory_item_focused())
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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return
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target(target_obj.tooltip_name)
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tooltip.set_target(target_obj.tooltip_name)
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# Hovering an ESCItem highlights its default action
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# Hovering an ESCItem highlights its default action
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if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
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if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
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verbs_menu.set_by_name(target_obj.default_action)
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verbs_menu.set_by_name(target_obj.default_action)
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2(target_obj.tooltip_name)
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tooltip.set_target2(target_obj.tooltip_name)
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@@ -141,7 +141,7 @@ func element_unfocused() -> void:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target("")
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tooltip.set_target("")
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verbs_menu.unselect_actions()
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verbs_menu.unselect_actions()
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2("")
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tooltip.set_target2("")
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@@ -166,12 +166,12 @@ func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
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# (see element_focused() and inventory_item_focused())
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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return
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# Just clicked on the item
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# Just clicked on the item
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target(target_obj.tooltip_name)
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tooltip.set_target(target_obj.tooltip_name)
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# Clicked on item and now we're awaiting a target item
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# Clicked on item and now we're awaiting a target item
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# This means we clicked the tool and we now need a target
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# This means we clicked the tool and we now need a target
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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@@ -214,12 +214,12 @@ func left_click_on_inventory_item(inventory_item_global_id: String, event: Input
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# (see element_focused() and inventory_item_focused())
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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return
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# Just clicked on the inventory item: do nothing special
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# Just clicked on the inventory item: do nothing special
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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return
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return
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# Clicked on inventory item and now we're awaiting a target item
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# Clicked on inventory item and now we're awaiting a target item
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# This means we clicked the tool and we now need a target
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# This means we clicked the tool and we now need a target
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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@@ -242,7 +242,7 @@ func inventory_item_focused(inventory_item_global_id: String) -> void:
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var target_obj = escoria.object_manager.get_object(
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var target_obj = escoria.object_manager.get_object(
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inventory_item_global_id
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inventory_item_global_id
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).node
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).node
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match escoria.action_manager.action_state:
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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# (ie verb+item(+target)) because the action is now being executed
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@@ -250,15 +250,15 @@ func inventory_item_focused(inventory_item_global_id: String) -> void:
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# (see element_focused() and inventory_item_focused())
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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return
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target(target_obj.tooltip_name)
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tooltip.set_target(target_obj.tooltip_name)
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# Hovering an ESCItem highlights its default action
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# Hovering an ESCItem highlights its default action
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if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
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if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
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verbs_menu.set_by_name(target_obj.default_action)
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verbs_menu.set_by_name(target_obj.default_action)
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2(target_obj.tooltip_name)
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tooltip.set_target2(target_obj.tooltip_name)
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@@ -270,12 +270,12 @@ func inventory_item_unfocused() -> void:
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# Don't change the tooltip if an action input is completed
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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# (ie verb+item(+target)) because the action is now being executed
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return
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return
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target("")
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tooltip.set_target("")
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verbs_menu.unselect_actions()
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verbs_menu.unselect_actions()
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2("")
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tooltip.set_target2("")
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@@ -313,7 +313,7 @@ func hide_main_menu():
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if get_node(main_menu).visible:
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if get_node(main_menu).visible:
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get_node(main_menu).hide()
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get_node(main_menu).hide()
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show_ui()
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show_ui()
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func show_main_menu():
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func show_main_menu():
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if not get_node(main_menu).visible:
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if not get_node(main_menu).visible:
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hide_ui()
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hide_ui()
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@@ -30,5 +30,5 @@ func set_by_name(action_name: String):
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selected_action = action_name
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selected_action = action_name
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for but in get_children():
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for but in get_children():
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but.set_pressed(but.get_name() == action_name)
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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
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$mouse_layer/verbs_menu.set_tool_texture(
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$mouse_layer/verbs_menu.set_tool_texture(
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item.inventory_item.texture_normal
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item.inventory_item.texture_normal
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)
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)
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func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
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func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
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mousewheel_action(1)
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mousewheel_action(1)
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@@ -17,7 +17,7 @@ func _on_inventory_button_pressed():
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hide_inventory()
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hide_inventory()
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else:
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else:
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show_inventory()
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show_inventory()
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func show_inventory():
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func show_inventory():
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$FloatingInventory/InventoryTween.stop_all()
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$FloatingInventory/InventoryTween.stop_all()
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@@ -29,7 +29,7 @@ func iterate_actions_cursor(direction: int):
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current_cursor_id = 0
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current_cursor_id = 0
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elif current_cursor_id < 0:
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elif current_cursor_id < 0:
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current_cursor_id = cursors.size() - 1
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current_cursor_id = cursors.size() - 1
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Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
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Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
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escoria.action_manager.set_current_action(cursors[current_cursor_id].name)
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escoria.action_manager.set_current_action(cursors[current_cursor_id].name)
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if $mouse_position/tool.texture != null:
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if $mouse_position/tool.texture != null:
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@@ -40,7 +40,7 @@ func set_by_name(name: String) -> void:
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if cursors[i].name == name:
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if cursors[i].name == name:
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current_cursor_id = i
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current_cursor_id = i
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break
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break
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Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
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Input.set_custom_mouse_cursor(cursors[current_cursor_id].texture)
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escoria.action_manager.set_current_action(cursors[current_cursor_id].name)
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escoria.action_manager.set_current_action(cursors[current_cursor_id].name)
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