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  1. Dec 18, 2018
    • 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
  2. Dec 15, 2018
  3. Dec 14, 2018
  4. Dec 13, 2018
  5. Dec 12, 2018
  6. 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
  7. Dec 10, 2018
  8. Dec 09, 2018
  9. Dec 08, 2018
    • Nathan Lovato's avatar
      Add an add-on to edit RectExtents interactively · 2b6ad492
      Nathan Lovato authored
      Most of the work for #108
      
      Currently only resizes uniformly around the rectangle's center! It needs
      more code to add support for all 4 anchors. Or just fixing the issue
      below, restoring the move tool's functionality and deselect, could do
      the trick
      
      RectExtents's internals changed a little, now it calculates its own
      _rect property, a Rect2, based on its size and offset
      
      Known issues: The input code blocks the move tool and selecting other
      nodes at the moment
      
      This is an exercise to get a sense for Godot's EditorPlugin API and
      prepare some tutorial on the subject.
      
      Big thanks to xphere, I used his godot-zone plugin as a reference to get
      started :)
      2b6ad492
    • Nathan Lovato's avatar
      d88c9a36
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