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manuq
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Nice, I like how it inherits Label so things like font color can be tweaked (if you can find them).
Only a nit change requested.
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It is broken if you try to run it from _ready since simple_setup is run after the node is ready. The problem this is trying to address is that if you set the label text in the editor, it will be serialized to the scene and restored when loading. I tried to figure out how to clear the label text when saving so that it didn't get serialized, but I couldn't figure it out.
I think I'm just going to change this so that SimpleEnding descends from Control and the Label is created at runtime.
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Updated now so the Label isn't saved to the scene. Since the Label is created in simple_setup and that's not run until the scene becomes idle, I had to add a signal and await it to make the blocks work from the when starting block.
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Updated now so the Label isn't saved to the scene. Since the Label is created in
simple_setupand that's not run until the scene becomes idle, I had to add a signal and await it to make the blocks work from thewhen startingblock.
Hmm I really liked it when it was inheriting Label, because it allowed the user to change the font, text color, etc. I was even going to propose this inheritance for SimpleScoring. I wasn't expecting a reimplementation like this for that little nit observation :) . Can you go back to it? Is actually unlikely that someone would like to set "you win" or "you lose" when starting.
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A LabelSettings instance is still exposed in this case, but I can try to go back.
Possibly what I can do is toggle the node visibility from enter/exit_tree when not in editor mode.
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I changed it back to a Label but moved the hack to clear the text to _enter_tree when not in the editor. That seems to work well enough to use the game over blocks from "when starting".
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This provides a label that displays either a win or lose message along with blocks to set or clear the label during the game. Label is inherited directly so that all the label properties are available in the inspector. We want the label to be empty when the scene is run, but there may be text persisted in the scene file. When not in the editor, the text is cleared when entering the scene tree. Normally this would be done in _ready, but it's likely that gets replaced by a block script. https://phabricator.endlessm.com/T35661
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This provides a label that displays either a win or lose message along with blocks to set or clear the label during the game. Label is inherited directly so that all the label properties are available in the inspector.
https://phabricator.endlessm.com/T35661