removed workarounds for a bug no longer present since Godot 4.1.Stable

This commit is contained in:
Lexi Quinn 2023-07-07 18:04:42 +10:00
parent 01eb4e494f
commit 9de8504b54
8 changed files with 23 additions and 97 deletions

View File

@ -40,8 +40,12 @@ size = Vector2(60.7945, 58.1036)
[sub_resource type="RectangleShape2D" id="RectangleShape2D_70vuu"] [sub_resource type="RectangleShape2D" id="RectangleShape2D_70vuu"]
size = Vector2(350, 250) size = Vector2(350, 250)
[node name="Card" type="Node2D" node_paths=PackedStringArray("watch")] [node name="Card" type="Node2D" node_paths=PackedStringArray("pip_sprites", "icon_list", "time_button_sprites", "time_hovered_sprites", "watch")]
script = ExtResource("1_bvmvn") script = ExtResource("1_bvmvn")
pip_sprites = [NodePath("front/pip2"), NodePath("front/pip3"), NodePath("front/pip4"), NodePath("front/pip5"), NodePath("front/pip6"), NodePath("front/pip7"), NodePath("front/pip8"), NodePath("front/pip9")]
icon_list = [NodePath("front/Bonus1"), NodePath("front/Bonus2"), NodePath("front/Bonus3"), NodePath("front/Bonus4")]
time_button_sprites = [NodePath("watch/time1"), NodePath("watch/time2"), NodePath("watch/time3"), NodePath("watch/time4")]
time_hovered_sprites = [NodePath("watch/time_hovered1"), NodePath("watch/time_hovered2"), NodePath("watch/time_hovered3"), NodePath("watch/time_hovered4")]
watch = NodePath("watch") watch = NodePath("watch")
[node name="front" type="TextureRect" parent="."] [node name="front" type="TextureRect" parent="."]

View File

@ -45,8 +45,10 @@ region = Rect2(256, 0, 32, 32)
atlas = SubResource("CompressedTexture2D_p5rfg") atlas = SubResource("CompressedTexture2D_p5rfg")
region = Rect2(288, 0, 32, 32) region = Rect2(288, 0, 32, 32)
[node name="Card Crafter" type="Node2D"] [node name="Card Crafter" type="Node2D" node_paths=PackedStringArray("symbol_buttons", "symbol_count_labels")]
script = ExtResource("1_lgqnu") script = ExtResource("1_lgqnu")
symbol_buttons = [NodePath("crossbutton"), NodePath("squarebutton"), NodePath("trianglebutton"), NodePath("crescentbutton"), NodePath("puppybutton"), NodePath("riverbutton"), NodePath("starbutton"), NodePath("chainbutton"), NodePath("gustbutton")]
symbol_count_labels = [NodePath("crosscount"), NodePath("squarecount"), NodePath("trianglecount"), NodePath("crescentcount"), NodePath("puppycount"), NodePath("rivercount"), NodePath("starcount"), NodePath("chaincount"), NodePath("gustcount")]
[node name="main_camera" type="Camera2D" parent="."] [node name="main_camera" type="Camera2D" parent="."]
zoom = Vector2(0.6, 0.6) zoom = Vector2(0.6, 0.6)

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@ -1,20 +1,17 @@
[gd_scene load_steps=5 format=3 uid="uid://bvxgkv7pwxh7"] [gd_scene load_steps=5 format=3 uid="uid://bvxgkv7pwxh7"]
[ext_resource type="Script" path="res://PlayerBoard.gd" id="1_80bvu"] [ext_resource type="Script" path="res://Scripts/PlayerBoard.gd" id="1_dj0oi"]
[ext_resource type="Texture2D" uid="uid://olxh7d7xkr5k" path="res://Assets/player_board.png" id="2_rx76r"] [ext_resource type="Texture2D" uid="uid://olxh7d7xkr5k" path="res://Assets/player_board.png" id="2_rx76r"]
[ext_resource type="PackedScene" uid="uid://y2i3u6n1oowh" path="res://Scenes/deck.tscn" id="3_ypq4b"] [ext_resource type="PackedScene" uid="uid://y2i3u6n1oowh" path="res://Scenes/deck.tscn" id="3_ypq4b"]
[ext_resource type="PackedScene" uid="uid://baoec8cqmedf6" path="res://Scenes/worker_slot.tscn" id="4_o73ea"] [ext_resource type="PackedScene" uid="uid://baoec8cqmedf6" path="res://Scenes/worker_slot.tscn" id="4_o73ea"]
[node name="PlayerBoard" type="Node2D" node_paths=PackedStringArray("poor_deck", "good_deck", "great_deck", "shift_deck", "slot1", "slot2", "slot3", "slot4")] [node name="PlayerBoard" type="Node2D" node_paths=PackedStringArray("poor_deck", "good_deck", "great_deck", "shift_deck", "slots")]
script = ExtResource("1_80bvu") script = ExtResource("1_dj0oi")
poor_deck = NodePath("PoorDeck") poor_deck = NodePath("PoorDeck")
good_deck = NodePath("GoodDeck") good_deck = NodePath("GoodDeck")
great_deck = NodePath("GreatDeck") great_deck = NodePath("GreatDeck")
shift_deck = NodePath("ShiftDeck") shift_deck = NodePath("ShiftDeck")
slot1 = NodePath("Slot1") slots = [NodePath("Slot1"), NodePath("Slot2"), NodePath("Slot3"), NodePath("Slot4")]
slot2 = NodePath("Slot2")
slot3 = NodePath("Slot3")
slot4 = NodePath("Slot4")
[node name="Sprite2D" type="Sprite2D" parent="."] [node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("2_rx76r") texture = ExtResource("2_rx76r")

View File

@ -4,8 +4,10 @@
[ext_resource type="Texture2D" uid="uid://d127pfpldgh1l" path="res://Assets/generatordesign.png" id="2_1kq1c"] [ext_resource type="Texture2D" uid="uid://d127pfpldgh1l" path="res://Assets/generatordesign.png" id="2_1kq1c"]
[ext_resource type="PackedScene" uid="uid://b41yu27wmglap" path="res://Scenes/icon_button.tscn" id="3_421r6"] [ext_resource type="PackedScene" uid="uid://b41yu27wmglap" path="res://Scenes/icon_button.tscn" id="3_421r6"]
[node name="Card Crafter" type="Node2D"] [node name="Card Crafter" type="Node2D" node_paths=PackedStringArray("symbol_buttons", "symbol_count_labels")]
script = ExtResource("1_vn0ae") script = ExtResource("1_vn0ae")
symbol_buttons = [NodePath("crossbutton"), NodePath("squarebutton"), NodePath("trianglebutton"), NodePath("crescentbutton"), NodePath("puppybutton"), NodePath("riverbutton"), NodePath("starbutton"), NodePath("chainbutton"), NodePath("gustbutton")]
symbol_count_labels = [NodePath("crosscount"), NodePath("squarecount"), NodePath("trianglecount"), NodePath("crescentcount"), NodePath("puppycount"), NodePath("rivercount"), NodePath("starcount"), NodePath("chaincount"), NodePath("gustcount")]
[node name="main_camera" type="Camera2D" parent="."] [node name="main_camera" type="Camera2D" parent="."]
zoom = Vector2(0.6, 0.6) zoom = Vector2(0.6, 0.6)

View File

@ -10,19 +10,6 @@ signal clients_discarded(cards: Array[NodePath])
@export var great_deck: Deck @export var great_deck: Deck
@export var shift_deck: Deck @export var shift_deck: Deck
@export var slots: Array[Workspace] = [] @export var slots: Array[Workspace] = []
#Workaround for bug in 4.0.3.stable
@export var slot1: Workspace
@export var slot2: Workspace
@export var slot3: Workspace
@export var slot4: Workspace
func _ready():
#Workaround for bug in 4.0.3.stable
slots.append(slot1)
slots.append(slot2)
slots.append(slot3)
slots.append(slot4)
func add_to_roster(node_paths): func add_to_roster(node_paths):
@ -56,12 +43,6 @@ func process_decks() -> int:
poor_deck.shuffle() poor_deck.shuffle()
good_deck.shuffle() good_deck.shuffle()
great_deck.shuffle() great_deck.shuffle()
#print("Cards in poor deck: " + str(poor_deck.cards.size()))
#print("Cards discarded from poor deck: " + str(poor_deck.cards.size() - 1))
#print("Cards in good deck: " + str(good_deck.cards.size()))
#print("Cards discarded from good deck: " + str(ceil(good_deck.cards.size() / 2.0)))
#print("Cards in great deck: " + str(great_deck.cards.size()))
#print("Cards discarded from great deck: " + str(min(great_deck.cards.size(), 1)))
for card in poor_deck.draw_cards(poor_deck.cards.size() - 1): for card in poor_deck.draw_cards(poor_deck.cards.size() - 1):
discards.append(card.get_path()) discards.append(card.get_path())
for card in good_deck.draw_cards(ceil(good_deck.cards.size() / 2.0)): for card in good_deck.draw_cards(ceil(good_deck.cards.size() / 2.0)):

View File

@ -2,8 +2,9 @@ extends Node2D
var card_scene = preload("res://Scenes/worker_card.tscn") var card_scene = preload("res://Scenes/worker_card.tscn")
var icon_order = [0, 1, 3, 5, 7, 8, 6, 4, 2] var icon_order = [0, 1, 3, 5, 7, 8, 6, 4, 2]
var symbol_buttons : Array[TextureButton] = []
var symbol_count_labels : Array[LineEdit] = [] @export var symbol_buttons : Array[TextureButton] = []
@export var symbol_count_labels : Array[LineEdit] = []
var card_array = [] var card_array = []
var selected_card = 0 var selected_card = 0
@ -16,26 +17,6 @@ var WORKER_DECK_SAVE_PATH = "user://worker_deck.json"
#"worker 2": [10, 1, 3, 4, 8] #"worker 2": [10, 1, 3, 4, 8]
func _ready(): func _ready():
#workaround for node array export bug present in Godot 4.0.3.Stable
symbol_buttons.append($"crossbutton")
symbol_buttons.append($"squarebutton")
symbol_buttons.append($"trianglebutton")
symbol_buttons.append($"crescentbutton")
symbol_buttons.append($"puppybutton")
symbol_buttons.append($"riverbutton")
symbol_buttons.append($"starbutton")
symbol_buttons.append($"chainbutton")
symbol_buttons.append($"gustbutton")
symbol_count_labels.append($"crosscount")
symbol_count_labels.append($"squarecount")
symbol_count_labels.append($"trianglecount")
symbol_count_labels.append($"crescentcount")
symbol_count_labels.append($"puppycount")
symbol_count_labels.append($"rivercount")
symbol_count_labels.append($"starcount")
symbol_count_labels.append($"chaincount")
symbol_count_labels.append($"gustcount")
load_deck() load_deck()
func new_deck(): func new_deck():

View File

@ -11,40 +11,18 @@ var title = "New Task"
var initial_stress = 0 var initial_stress = 0
var turns_left = 4 var turns_left = 4
var time_slots = [true, true, false, true] var time_slots = [true, true, false, true]
var icon_list = []
var medium_threshold := 5 var medium_threshold := 5
var good_threshold := 8 var good_threshold := 8
var satisfaction := 1 var satisfaction := 1
var watch_on := false var watch_on := false
@export var pip_sprites: Array[TextureRect] = [] @export var pip_sprites: Array[TextureRect] = []
@export var icon_list: Array[Node2D] = []
@export var time_button_sprites: Array[TextureRect] = [] @export var time_button_sprites: Array[TextureRect] = []
@export var time_hovered_sprites: Array[TextureRect] = [] @export var time_hovered_sprites: Array[TextureRect] = []
@export var watch: TextureRect @export var watch: TextureRect
func _ready():
pip_sprites.append($front/pip2)
pip_sprites.append($front/pip3)
pip_sprites.append($front/pip4)
pip_sprites.append($front/pip5)
pip_sprites.append($front/pip6)
pip_sprites.append($front/pip7)
pip_sprites.append($front/pip8)
pip_sprites.append($front/pip9)
icon_list.append($front/Bonus1)
icon_list.append($front/Bonus2)
icon_list.append($front/Bonus3)
icon_list.append($front/Bonus4)
time_button_sprites.append($watch/time1)
time_button_sprites.append($watch/time2)
time_button_sprites.append($watch/time3)
time_button_sprites.append($watch/time4)
time_hovered_sprites.append($watch/time_hovered1)
time_hovered_sprites.append($watch/time_hovered2)
time_hovered_sprites.append($watch/time_hovered3)
time_hovered_sprites.append($watch/time_hovered4)
func _process(delta): func _process(delta):
if sliding: if sliding:
slide(delta) slide(delta)

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@ -2,8 +2,9 @@ extends Node2D
var card_scene = preload("res://Scenes/client_card.tscn") var card_scene = preload("res://Scenes/client_card.tscn")
var icon_order = [0, 1, 3, 5, 7, 8, 6, 4, 2] var icon_order = [0, 1, 3, 5, 7, 8, 6, 4, 2]
var symbol_buttons : Array[TextureButton] = []
var symbol_count_labels : Array[LineEdit] = [] @export var symbol_buttons : Array[TextureButton] = []
@export var symbol_count_labels : Array[LineEdit] = []
var card_array = [] var card_array = []
var selected_card = 0 var selected_card = 0
@ -12,27 +13,7 @@ var card_count = 1
var CLIENT_DECK_SAVE_PATH = "user://client_deck.json" var CLIENT_DECK_SAVE_PATH = "user://client_deck.json"
func _ready(): func _ready():
#workaround for node array export bug present in Godot 4.0.3.Stable
symbol_buttons.append($"crossbutton")
symbol_buttons.append($"squarebutton")
symbol_buttons.append($"trianglebutton")
symbol_buttons.append($"crescentbutton")
symbol_buttons.append($"puppybutton")
symbol_buttons.append($"riverbutton")
symbol_buttons.append($"starbutton")
symbol_buttons.append($"chainbutton")
symbol_buttons.append($"gustbutton")
symbol_count_labels.append($"crosscount")
symbol_count_labels.append($"squarecount")
symbol_count_labels.append($"trianglecount")
symbol_count_labels.append($"crescentcount")
symbol_count_labels.append($"puppycount")
symbol_count_labels.append($"rivercount")
symbol_count_labels.append($"starcount")
symbol_count_labels.append($"chaincount")
symbol_count_labels.append($"gustcount")
$Control/Card.turn_front() $Control/Card.turn_front()
load_deck() load_deck()
func new_deck(): func new_deck():