Compare commits
3 Commits
1b8d556929
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bc91204aa2
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bc91204aa2 | |
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8707ef9ecf | |
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16b0fbb533 |
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@ -1,13 +1,73 @@
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*md.backup
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src/.godot/
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*.blend1
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result
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src/addons/godot-jolt
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*png~
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*~lock*
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*_recovered*
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# Godot 4+ specific ignores
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.godot/
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.nomedia
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builds/
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# Godot-specific ignores
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.import/
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export.cfg
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export_credentials.cfg
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*.tmp
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# Imported translations (automatically generated from CSV files)
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*.translation
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# Mono-specific ignores
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.mono/
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data_*/
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mono_crash.*.json
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# IDE Clutter
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# VS Code
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# https://github.com/github/gitignore/blob/main/Global/VisualStudioCode.gitignore
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/builds
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.idea
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knowledge.md
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.vscode/*
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!.vscode/settings.json
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!.vscode/tasks.json
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!.vscode/launch.json
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!.vscode/extensions.json
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!.vscode/*.code-snippets
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!*.code-workspace
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# Built Visual Studio Code Extensions
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*.vsix
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AGENTS.md
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CHANGELOG.md
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ISSUES.md
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**/.idea
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**/.DS_Store
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**/.gradle
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**/*.iml
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**/obj
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**/bin
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# Jetbrains
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# https://github.com/JetBrains/godot-support/blob/master/.gitignore
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rider/.intellijPlatform
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rider/build
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rider/protocol/build
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rider/classes
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rider/nuget
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gdscript/.intellijPlatform
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gdscript/build
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gdscript/protocol/build
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gdscript/classes
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community/.intellijPlatform
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community/build
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community/protocol/build
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community/classes
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community/nuget
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*generated*
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*Generated*
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NuGet.Config
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*.hprof
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110
CHANGELOG.md
110
CHANGELOG.md
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@ -1,110 +0,0 @@
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# Changelog
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All notable changes to Frame of Mind since commit `c75348845a5136379ce9ab09d2ff64b7bec90f12`.
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## [Unreleased]
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### Features
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- New interactable system with action prompts that can play scenes
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- Added new interactables to youth room with repositioned layout
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- Interactable prompts now update dynamically based on collected state (shows \"read again\" after collection)
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- Type-safe interactive handling for player
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- Room loading system implementation
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- Basic room start logic
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- Room play functionality
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### Fixes
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#### Interactables & Positioning
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- Small improvements to positioning
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- Sorting function was not according to spec
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#### Save System
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- Save game parsing failure no longer crashes the game
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- Save game directory creation on first load
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- Fixed race condition with settings initialization
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- New save game only creates once (reduced from multiple duplicates)
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- Save game picker layout improvements
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#### UI & Menus
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- Fixed markdown not loading nonexistent resources
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- Markdown now uses application theme
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- Fixed masking on loading indicator
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- Fixed loading spinner animation states
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- Fixed screenshot size (was 261, corrected to 216 height)
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- Nav UI in accessibility settings is now accessible again
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- Card picker input propagation fixed
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- Card picker now closes properly
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- Cards now derived from prefab scene
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- Text updates now forced to deferred
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- Skip buttons work via mouse
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- Cardboard can now be clicked and opened
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#### Player & Controls
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- Player crouching on leaving bed fixed
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- Line renderer errors due to zero magnitude axis fixed
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- Climb volume now automatically crouches the player
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- Player raising and crouching stabilized
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- Removed annoying half-second wait
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- Player controller cleanup
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#### Rooms & Scenes
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- Theme files reconstructed
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- Regenerated missing UIDs in theme files
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- Resaved various scenes to fix UIDs
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- Removed forced preload of all 3 base rooms
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- Fixed various path and hierarchy issues in youth room
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- Viewport children no longer break
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- Found and fixed many broken/orphaned viewports in youth room
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- Main scene is no longer a Control (fixed input issues)
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- Removed broken LightmapGI node that was causing scene to be dirtied on every load
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#### Story & Playables
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- Story playables no longer destroy their own serialized text
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- Reinstated accidentally deleted paragraph length data
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- Fixed Draven/Draeven naming inconsistencies
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- Manual scroll enable on Draven and Voice fixed
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- Story playables now control their own canvas layer visibility
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- Board now correctly identifies itself
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#### Code Quality
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- Fixed hardcoded localization load (en) removed from scene player
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- Fixed settings panel refactoring path
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- Fixed shadowing issues in card-board
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- Fixed syntax errors
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- Removed all warnings
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- Fixed untyped variables throughout codebase
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- Fixed unknown fields issues
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### Refactored
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- New interactable system replaces old interactive_sprite.gd system
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- Interactable now has separate `_update_caption()` and `_update_prompt()` methods
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- Renamed `collectable.gd` to `interactive_sprite.gd`
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- Moved various embedded scripts to their own `.gd` files
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- Focus system refactored
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- Removed deprecated sequencing calls
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- Removed deprecated signals and `is_board`
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- Stage system refactored, dead code cleared
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- Collectable logic refactored
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- Renamed `SaveGameHandle` to `SaveGameList`
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- Renamed `scnees` folder to `scenes`
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- Menu animations moved to tweens/subscenes
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- Better inheritance and render order for mementos
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- New direct interactable system
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### Changed
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- Replaced all bare `print()` statements with `print_debug()`
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- Game window set to 1600x900 for better testing/debugging
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- Explicit search index layout
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- Main scene changed from Control to different node type
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### Tests
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- Added player tests for crouching and raiser functionality
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- Raiser now uses AnimatableBody3D
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### Chores
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- Generated missing .import files
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- Added IDE configuration files
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- Fixed button/Button filename case issues
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- Cleaned up project structure
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- Updated .gitignore files
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@ -51,7 +51,8 @@ var current_room_path: String:
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@export var is_demo: bool = OS.has_feature("Demo")
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@export var is_empty: bool = true:
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get():
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return not FileAccess.file_exists("%s.json:" % filepath)
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return not FileAccess.file_exists(filepath) or (current_room == State.rooms.NULL)
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@export var save_manually: bool = false:
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set(val):
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if val: save_to_file(thumbnail)
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@ -253,3 +253,6 @@ func pick_cards(id: Scenes.id, repeat: bool):
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await cards_picked
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hide()
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await get_tree().process_frame
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State.room.save_room()
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@ -7,9 +7,11 @@ var interaction_ui : Control = null
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@onready var frame: Sprite3D = $Frame
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@onready var canvas_layer: CanvasLayer = $CanvasLayer
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@onready var note: Node3D = $View/Sprite3D
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@onready var caption : Label3D = %Caption
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@onready var prompt : Label3D = %Prompt
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@export var billboard : bool = true
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var active : bool = true
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@ -24,6 +26,7 @@ var collected : bool = false:
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var tween: Tween = null
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func _ready() -> void:
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assert(note and frame and canvas_layer, "Interactable must have views and frame attached")
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view.scale = Vector3.ZERO
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frame.modulate.a = 0
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if interaction:
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@ -44,21 +47,29 @@ func _player_active(value: bool) -> void:
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func expand() -> void:
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shown = true
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if tween and tween.is_valid():
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tween.kill()
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else:
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view.scale = Vector3.ZERO
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note.rotation.z = -PI*0.5 # Godot angle wrapping is ... something
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frame.modulate = Color.TRANSPARENT
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view.rotation.z = -PI*0.5 # Godot angle wrapping is ... something
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if tween: tween.kill()
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frame.scale = Vector3(1.5, 1.5, 1.5)
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tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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tween.parallel().tween_property(view, "scale", Vector3.ONE, 1.0).set_delay(0.5)
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tween.parallel().tween_property(view, "rotation:z", 0, 0.8).set_delay(0.5)
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tween.parallel().tween_property(frame, "modulate:a", 1.0, 2.0)
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tween.parallel().tween_property(note, "rotation:z", 0, 0.8).set_delay(0.5)
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tween.parallel().tween_property(frame, "modulate:a", 1.0, 2.0).set_trans(Tween.TRANS_QUAD)
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tween.parallel().tween_property(frame, "scale", Vector3.ONE, 1.0).set_trans(Tween.TRANS_QUART)
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func collapse() -> void:
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shown = false
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if tween: tween.kill()
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if tween and tween.is_valid(): tween.kill()
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tween = create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_BACK)
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tween.parallel().tween_property(view, "scale", Vector3.ZERO, 0.3)
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tween.parallel().tween_property(frame, "modulate:a", 0, 0.6)
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tween.parallel().tween_property(frame, "modulate:a", 0, 0.5).set_trans(Tween.TRANS_QUAD)
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tween.parallel().tween_property(frame, "scale", Vector3.ONE * 2.0, 1.0).set_trans(Tween.TRANS_QUAD)
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func _process(_delta: float) -> void:
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_process_billboard()
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@ -1,5 +1,7 @@
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class_name SaveGameDisplay extends Button
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signal delete_requested
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var _is_built: bool = false
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@export var save: SaveGame:
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@ -53,7 +55,7 @@ func rebuild():
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match TranslationServer.get_locale():
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"de":
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localised_weekday = ["Montag", "Dienstag", "Mittwoch", "Donnerstag", "Freitag", "Samstag", "Sonntag"]
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localised_weekday = ["Sonntag", "Montag", "Dienstag", "Mittwoch", "Donnerstag", "Freitag", "Samstag"]
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localised_date_time = "%s, %d.%d.%d um %d:%02d" % [localised_weekday[date_time["weekday"]],
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date_time["day"],
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date_time["month"],
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@ -62,7 +64,7 @@ func rebuild():
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date_time["minute"]
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]
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_:
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localised_weekday = ["Monday", "Tuseday", "Wensday", "Thursday", "Friday", "Saturday", "Sunday"]
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localised_weekday = ["Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday"]
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localised_date_time = "%s, %d/%d/%d - %d:%02d (%s)" % [localised_weekday[date_time["weekday"]],
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date_time["day"],
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date_time["month"],
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@ -75,6 +77,7 @@ func rebuild():
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time_label.text = localised_date_time if not save.current_room == State.rooms.NULL else "Start new game"
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var info:= VBoxContainer.new()
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info.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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base_container.add_child(info)
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info.add_child(heading_split)
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@ -109,6 +112,16 @@ func rebuild():
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info.add_child(state)
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info.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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# Delete button anchored to bottom right
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var delete_button := Button.new()
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delete_button.text = "Delete"
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delete_button.size_flags_vertical = Control.SIZE_SHRINK_END
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delete_button.pressed.connect(func():
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delete_requested.emit()
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get_viewport().set_input_as_handled()
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)
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base_container.add_child(delete_button)
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theme_type_variation = "SaveButton"
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call_deferred("resize")
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@ -10,6 +10,7 @@ var save_buttons: Array[SaveGameDisplay]
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_load_games()
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@onready var list_container: VBoxContainer = %ListContainer
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@onready var back_button: Button = $MarginContainer/VBoxContainer/HBoxContainer/Button
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func _validate_property(property: Dictionary) -> void:
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if property.name == "saves":
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@ -21,6 +22,7 @@ func _ready() -> void:
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_load_games()
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hide()
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set_process_input(false)
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back_button.pressed.connect(cancel)
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func _ensure_directory() -> void:
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var dir := DirAccess.open(State.user_saves_path)
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@ -42,7 +44,10 @@ func _load_games():
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for path in filepaths:
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if path is String and path.ends_with(".json"):
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saves.append(SaveGame.new("%s/%s" % [State.user_saves_path, path.get_basename()]))
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var save := SaveGame.new("%s/%s" % [State.user_saves_path, path.get_basename()])
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# HACK: Skip empty saves (we decide later what to do with them)
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if not save.is_empty:
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saves.append(save)
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_sort_saves()
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_rebuild_buttons()
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@ -67,11 +72,34 @@ func _rebuild_buttons() -> void:
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save_box.add_child(new_button)
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save_buttons.append(new_button)
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new_button.pressed.connect(_on_game_picked.bind(i))
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new_button.delete_requested.connect(_on_delete_requested.bind(i))
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func _on_game_picked(id: int) -> void:
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_picked.emit(saves[id])
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func _on_delete_requested(id: int) -> void:
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var save_to_delete := saves[id]
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var save_path := save_to_delete.filepath
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var thumbnail_path := "%s/thumbnails/%s.png" % [save_path.get_base_dir(), save_to_delete.unique_save_name]
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# Delete the save file
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if FileAccess.file_exists(save_path):
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DirAccess.remove_absolute(save_path)
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print_debug("Deleted save file: %s" % save_path)
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# Delete the thumbnail
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if FileAccess.file_exists(thumbnail_path):
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DirAccess.remove_absolute(thumbnail_path)
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print_debug("Deleted thumbnail: %s" % thumbnail_path)
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# Reload the save list
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_load_games()
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# Refocus on a valid button if any exist
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if save_buttons.size() > 0:
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var focus_index := mini(id, save_buttons.size() - 1)
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save_buttons[focus_index].grab_focus()
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func get_most_recent_save() -> SaveGame:
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_sort_saves()
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||||
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|
|||
Loading…
Reference in New Issue