diff options
| author | radiohotline <radoihotline@disroot.rg> | 2026-08-25 16:33:56 +0300 |
|---|---|---|
| committer | radiohotline <radoihotline@disroot.rg> | 2026-08-25 16:33:56 +0300 |
| commit | a89e744ed0e8c759caf041a580112365bbfe4303 (patch) | |
| tree | dd61e320904176995727e86a857d00c90d4933ba /addons/escoria-wizard/CharacterCreator.gd | |
| parent | 6d53d8cac78250dc888aa49d5f9d4175c6652feb (diff) | |
Diffstat (limited to 'addons/escoria-wizard/CharacterCreator.gd')
| -rw-r--r-- | addons/escoria-wizard/CharacterCreator.gd | 17 |
1 files changed, 5 insertions, 12 deletions
diff --git a/addons/escoria-wizard/CharacterCreator.gd b/addons/escoria-wizard/CharacterCreator.gd index 3404cd5..7281728 100644 --- a/addons/escoria-wizard/CharacterCreator.gd +++ b/addons/escoria-wizard/CharacterCreator.gd @@ -428,9 +428,9 @@ func draw_frame_outlines() -> void: # When given a frame number, this calculates the pixel coordinates that frame in the spritesheet # based on the number of horizontal/vertical frames configured for this spritesheet -func calc_frame_coords(Frame: int) -> Vector2: - var column = (Frame - 1) % int(get_node(ANIM_CONTROLS_NODE).get_node("h_frames_spin_box").value) * frame_size.x - var row = int((Frame - 1) / get_node(ANIM_CONTROLS_NODE).get_node("h_frames_spin_box").value) * frame_size.y +func calc_frame_coords(frame: int) -> Vector2: + var column = (frame - 1) % int(get_node(ANIM_CONTROLS_NODE).get_node("h_frames_spin_box").value) * frame_size.x + var row = int((frame - 1) / get_node(ANIM_CONTROLS_NODE).get_node("h_frames_spin_box").value) * frame_size.y return Vector2(column, row) @@ -823,7 +823,7 @@ func controls_on_v_frames_spin_box_value_changed(value: float) -> void: # Load a spritesheet when selected in the file browser -func controls_on_FileDialog_file_selected(path: String) -> void: +func controls_on_file_dialog_file_selected(path: String) -> void: get_node(NO_SPRITESHEET_NODE).visible = false load_spritesheet(path) @@ -1268,13 +1268,6 @@ func export_player(scene_name) -> void: var animations_resource = ESCAnimationResource.new() - # This is necessary to avoid a Godot bug when appending to one array - # appends to all arrays in the same class (possibly for resources only). - animations_resource.dir_angles = [] - animations_resource.directions = [] - animations_resource.idles = [] - animations_resource.speaks = [] - if get_node(DIR_COUNT_NODE).get_node("four_directions").button_pressed: num_directions = 4 start_angle_array = [315, 45, 135, 225] @@ -1532,7 +1525,7 @@ func spritesheet_on_reset_confirmed() -> void: character_creator_reset() -func spritesheet_on_MainMenuConfirmation_confirmed() -> void: +func spritesheet_on_main_menu_confirmation_confirmed() -> void: get_node("../Menu").visible = true get_node(".").visible = false |
