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  1. Dec 23, 2018
    • Nathan Lovato's avatar
      Fix #145: Refactor interactions with NPCs, fix wrong triggers · ac2c4482
      Nathan Lovato authored
      Add physics layers, remove boolean variable to check if the character is
      interacting, now the game pauses during interactions
      Now using physics layers and masks as well to only interact with the player's
      pawn.
      ac2c4482
    • Nathan Lovato's avatar
      Fix #144: Player can move when interacting with NPCs · 10982b79
      Nathan Lovato authored
      This relies on pausing the game: The NPCs still process during pause, as
      e.g. if they were walking around you may not want to freeze the entire
      game.
      
      The PawnLeader stops as it inherits its pause mode from LocalMap and
      GameBoard.
      
      The StartCombatAction unpauses the game to play combat. I've changed the
      interaction with map actions so they use the "finished" signal instead
      of InteractivePawn waiting for the method to return.
      10982b79
  2. Dec 22, 2018
  3. Dec 21, 2018
  4. Dec 20, 2018
  5. Dec 19, 2018
  6. Dec 18, 2018
    • Guilherme Henrique Teixeira de Oliveira's avatar
      Game over screen added (#120) · 4bd8d536
      * Game over screen added
      
      When the whole party is defeated, a game over screen is displayed. The player can either restart the encounter, or exit the game from it.
      
      Closes #29
      
      * Fixed mistakes and removed Game Over scene from CombatArena
      
      * Removed grab focus from selection arrow
      4bd8d536
    • Nathan Lovato's avatar
      Merge pull request #137 from guilhermehto/issue133 · c1b78c30
      Nathan Lovato authored
      Manabars won't hide when depleted by default
      c1b78c30
    • Guilherme Henrique Teixeira de Oliveira's avatar
      Manabars won't hide when depleted by default · 564db341
      Also, when a bar is set to hide when depleted, it will not show up again once another encounter starts.
      564db341
    • Gresille&Siffle's avatar
      [WIP] Add new interface elements to represent the combat turn order (#118) · d7a43769
      Gresille&Siffle authored
      * [WIP] Add new interface elements to represent the combat turn order...
      
      This commit add two new scenes: TurnOrder and CombatPortrait.
      
      The TurnOrder scene is designed to be a child of the CombatInterface node in
      the CombatArena scene. It is initialized at the same time as the other
      interface nodes, and dynamically display a CombatPortrait node for each
      battlers, both PC and NPC.
      
      For the moment, the CombatPortrait are just placeholders, and do not display
      the real battlers portraits.
      
      * [WIP] Rebuild the TurnOrder interface every time the TurnQueue is updated
      
      * [WIP] Better CombatPortrait animation between combat turns
      
      * [WIP] The TurnOrder node manages its own connections with signals...
      
      ... also add missing docstrings, and a CombatPortrait placeholder
      
      * Fix previous commit, add missing Godette combat portrait
      
      * Do not rebuild the TurnOrder interface if no battler enters of leaves the arena
      
      ... also add better combat portrait for Godette, Robi and Porcupine (256x256px)
      
      * Animate the CombatPortrait faster
      
      * Finally add the combat portrait of each battler
      
      * Use battler.is_able_to_play() in CombatArena instead of directly checking the stats attribute...
      
      ... and minor comment changes in the turn order interface.
      
      * Slightly reduce the space between CombatPortrait in the TurnOrder interface
      d7a43769
  7. Dec 15, 2018
  8. Dec 14, 2018
  9. Dec 13, 2018
  10. Dec 12, 2018
  11. Dec 11, 2018
    • Guilherme Henrique Teixeira de Oliveira's avatar
      InteractivePawn triggers actions with player input · 28aceb17
      By getting near the pawn, a small balloon will show, allowing the player to press `ui_accept` to start the interaction. They can be started automatically by setting `auto_start_interaction` to `true`. Works with both Area2D triggers and the raycasts.
      
      For the touch, it was already working as far as I could tell.
      
      Closes #115
      28aceb17
  12. Dec 10, 2018
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