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Scene loader for the map #93
Commits on Apr 10, 2024
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Commits on Apr 11, 2024
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Commits on Apr 13, 2024
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Commits on Apr 15, 2024
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Change on_event_end signal to on_event and on_defeat
This is to not have to write a check everywhere we connect to on_event_end Since on_defeat is a special case and only in one place, it makes sense to have a dedicated signal
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Add basic test scenes for the different events
Need to add a button to trigger the event_end flag and check everything is still working after
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Commits on Apr 16, 2024
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Trigger the on_event_ended when the on_event_win signal is emitted
We ensure we trigger only the event of the room we are in by referencing the room the player is in and getting the related event
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Commits on Apr 18, 2024
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Commits on Apr 19, 2024
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Update the Map and Card UI to display for the parent of the parent
Since they are in an overlay, the actual reference to instantiate is not the overlay itself but the parent of the overlay
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Remove the need to add the DEBUG_VAR to a list at the end
The test now gets the list of const from the script directly This just means all debug var should be const
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Commits on Apr 21, 2024
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Scene manager loops while the actual event is Random
Works since EventRandom.choose_other_event() returns random by default
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Commits on Apr 22, 2024
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Commits on Apr 23, 2024
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TODO: load the correct scene for the dialogue event probably load a unique scene but different dialogue in it with the on_event_start
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Commits on Apr 25, 2024
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Add information to event dialogue to properly load the dialogue
TODO: add the overlay to the scene
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We can't click on it when the dialogue is going, maybe it should be added as an element of the balloon scene instead of in a separate control like I did
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Change the dialogue so it resumes to normal flow after jump, finish b…
…y calling the on_event_ended
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Update EventRandom so that EventDialogue can be a possible outcome
This system with the enum is not ideal...
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Commits on Apr 28, 2024
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Commits on May 3, 2024
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