refactor: simplify sticky positioning

This commit is contained in:
tiger tiger tiger 2026-01-17 12:15:21 +01:00
parent 7cc50bb2e7
commit 2295db82b6
1 changed files with 3 additions and 9 deletions

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@ -89,7 +89,7 @@ func _smooth(current: Vector2, goal: Vector2, delta: float) -> Vector2:
return (1.0-k) * current + k * goal return (1.0-k) * current + k * goal
func _process(delta: float): func _process(delta: float):
var zone_position := Vector2(notezone.get_screen_position().x, sticky_height) var zone_position := Vector2(notezone.get_screen_position().x + sticky_width / 3.0, sticky_height)
for note in notes: for note in notes:
# Skip all dragged and already attached notes # Skip all dragged and already attached notes
@ -475,14 +475,8 @@ func initialise_from_save(savegame: SaveGame) -> void:
card.attach_sticky_note(sticky) card.attach_sticky_note(sticky)
print_debug(" Sticky '%s' attached to card '%s'" % [sticky.name, card_name]) print_debug(" Sticky '%s' attached to card '%s'" % [sticky.name, card_name])
else: else:
# Sticky is loose on board # Sticky is loose, this means it will be automatically moved
var target_position: Vector2 sticky.position = savegame.board_positions.get(sticky.name, position + size/2.0)
if savegame.board_positions.has(sticky.name):
target_position = savegame.board_positions[sticky.name]
else:
target_position = _generate_random_position()
sticky.position = target_position
sticky.picked_random = savegame.board_randoms.has(sticky.sticky_id) sticky.picked_random = savegame.board_randoms.has(sticky.sticky_id)