Closed ylhs-262912 closed 1 month ago
Note: I asked sloukit independently what this feature wanted, as it was very unclear. here are those text convos: so the first item doesn't apply. However, all the other concerns are valid. Given me a bit.
I'm not sure I'm getting the same message you are (that the first thing doesn't apply). @sloukit, could you please clarify the intent on the round-end screen for me? The feature description (updated just yesterday) says: "Create simple round ending screen after every level (i.e., after every 15 minutes); contains statistics on how many plants and fruit have been planted/harvested".
My question is only around the second bold portion - do the messages between you two shown above indicate that this portion of the feature isn't actually required?
All changes have been made!
Hi, sorry for the confusion. The idea with the end of the round screen is to have a clear cut after 15 minutes and show the player the amount of crops and wood they currently have. This is cumulative, i.e. what the player owns goes into the next level and should also be included in the statistics. A 0 can be displayed for the crops the player doesn't have. I'm not sure I fully understand your question. Does this make it a bit clearer?
Yes and no. Sorry if I'm seeming a bit dense here but I'm seeing multiple mechanics at play (starting inventory, buying/selling, planting/harvesting) and potential things to track and I'm affraid part of it is getting confused due to some potentially unfinished features and/or testing variables.
You start with some of everything currently but can then technically gain or lose items through buying, selling, planting, or harvesting. Lets just take your 5 starting corn seeds as an example and go through a few scenarios to clarify what should be displayed at the end of a round...
Scenario 1:
Scenario 2:
Scenario 3:
So that might seem like a lot but hopefully it illustrates my questions around what exactlly is supposed to be tracked/shown...
All that aside, the actual issue I was pointing out is simply that the values being displayed on the round-end screen are just wrong no matter how you look at it, but to fix that properly I think it will be important to clarify the intended outcome of the scenarios above if you don't mind. The image below illustrates the actual issue I was trying to get at in this commit as is. It tracks two entire rounds of play testing with screenshots and explainations along the way:
It occurs to me when looking at the compilation of screenshots here that the round end screen's text alignment should look more like that of the shop (shown in screenshot 2). Notice how there's padding on the left side rather than the text and box starting in the same position? It would also be more cohesive to display the numbers in the same boxes right justified like the shop does but nobody has laid out a strict requirement for that so it's more of just a suggestion for visual continuity.
Round end menu now exactly copies inventory. Problem was it wasn't updating everything it was called, but only when it was initiated. It should fit at least 1 of the options now, however we need sloukit for further verification
Thank you for the detailed description of your concerns. They are valid, and I'm sorry for the confusion and for not getting it sooner.
The end of round screen copies the inventory. The seeds that are currently planted (i.e. potential future fruit/potential money or former seeds) don't matter. The function of this end-of-round screen is not extremely important, it's more about having a clear signal that the round has ended and the next round will start now, and showing the player what they have in their inventory in case they never looked. Does this make sense to you? Please let me know if you have any other questions or concerns.
This PR can be merged, but there are some conflicts between it and the main branch. @ylhs-262912 could you check this?
@ylhs-262912, thanks for the quick fix. I'm all cleared up now on sloukit's direction and the needs of the screen and it looks like the inventory matching is perfect. Your effort and attention here is greatly appreciated!
Ok, I'll resolve conflicts this afternoon.
Fixed the conflicts! please acknowledge the changes have passed @sloukit and @DangerousVanilla so the merge can go through.
There is a problem with the style-lint check, could you check it again?
try it now!
We can merge this branch once @DangerousVanilla has approved the changes
@ylhs-262912, it looks like the boxes in the scrollable area aren't being cleared anymore as the screen is scrolled, would you mind taking a look at that please? Here's a short clip for reference:
https://github.com/user-attachments/assets/328a87b8-a041-4591-b381-1e91103630b2
Okay, I'll do it this afternoon
Done! try it now.
oop found a bug in the scrolling
fixed the scrolling bug. yip
Why did the lint fail this time?
Taking a look at this now - I'll get you some details
So after working around a long standing bug to actually get your latest updates I reran formatlint.py and all it did was remove a single blank line around line 46-47 in menu_round_end.py.
That said, it looks like you're not quite up to date with main (there's still a lot of references to set_token_status in your commit. If you wouldn't mind syncing up with main, addressing any conflicts, and finally running formatlint.py again I think it'll have your all sorted out.
Okay, I'll do that.
oop its because I forgot to push a commit. that's where this all came from. oof. Tell me if there are anymore leftover references, I don't believe so.
Looks good now. Can you approve, @DangerousVanilla?
Hey there,
Great stuff. However, seems the changes in Character.draw method in character.py draw method cause some unexpected behaviour.
I started to write a bug report, but dug a bit deeper and think this merge has changed character drawing logic. So instead of new issue I copy paste it below:
The necklace is always drawn on ingroup NPCs - regardless of self.has_necklace == True or False
Those NPCs who have "has_necklace == False" should not have necklace drawn on them.
This worked OK yesterday. The bug is very recent.
@tomkommando, thank you for noticing the issue here - I'll look into it and see if I can fix that issue.
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