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authorradiohotline <radoihotline@disroot.rg>2026-08-25 16:33:56 +0300
committerradiohotline <radoihotline@disroot.rg>2026-08-25 16:33:56 +0300
commita89e744ed0e8c759caf041a580112365bbfe4303 (patch)
treedd61e320904176995727e86a857d00c90d4933ba /addons/escoria-wizard/CharacterCreator.gd
parent6d53d8cac78250dc888aa49d5f9d4175c6652feb (diff)
escoria updateHEADmain
Diffstat (limited to 'addons/escoria-wizard/CharacterCreator.gd')
-rw-r--r--addons/escoria-wizard/CharacterCreator.gd17
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