Conversation
…ame and re-entry components
|
Play this branch at https://play.threadbare.game/branches/renato-sy/main/. (This launches the game from the start, not directly at the change(s) in this pull request.) |
…ing in area name and re-entry components
|
@renato-sy I see you continue pushing changes, so please let us know when you are ready to receive a review. Thanks! |
|
Okay, I think that's it; the pulls I was doing were just little things Git required to perform the merge. |
…fix parameter spacing, and remove trailing whitespace
…order definitions
|
@renato-sy sorry for the delay. I wil have to review this on Monday. For the moment, please consider that there are other entry points to Fray's End:
I think entering from any of those should display the area name. In fact all those have areas to block the exit, so maybe the entry areas should be next to them.
|
|
Yes, the different-coloured grass on the two sides of the bridge is meant to mark the boundary to the Song Sanctuary, so I agree that the trigger should be crossing that bridge from bottom to top! |
|
Okay, so are we all set, or do I need to make any changes? |
|
Sorry, I have not tested or reviewed the code changes yet! |
wjt
left a comment
There was a problem hiding this comment.
I confess that I haven't read the implementation in detail but I don't think the behaviour is correct. Walking around Fray's End I can trigger the banner repeatedly even though I've never left Fray's End!
Screencast.From.2026-09-09.13-22-21.mp4
I would approach it something like this:
- In the game state, store the current area name, and a set of areas we have seen before
- Place area name triggers (Area2D with name property) in roughly the places you have done
- When a trigger detects the player:
- If the current area name in the game state matches the trigger's name, do nothing
- Else:
- Set the current area name in the game state to the trigger's name
- If the current area has not been seen before:
- Show the "big" notification
- Add it to the set of seen areas
- Else, show the "small" notification.
With this approach, I don't think you need the "directions" property on the triggers.
|
I’ve fixed the issue you mentioned and switched the comments to English; you can check if the |
| ## Emitted when an area's unlock status changes. | ||
| signal area_changed(area_name: String, is_unlocked: bool) |
There was a problem hiding this comment.
This signal's second parameter is never false so personally I would change this to:
| ## Emitted when an area's unlock status changes. | |
| signal area_changed(area_name: String, is_unlocked: bool) | |
| ## Emitted when an area is unlocked (i.e. first encountered) | |
| signal area_unlocked(area_name: String) |
There was a problem hiding this comment.
This signal is not actually used anywhere...
I think a better design would be:
- Change this signal to
signal area_changed(area_name: String, first_visit: bool) - Have the HUD scene connect to this signal and, when it is emitted, show the appropriate balloon - this keeps the UI responsibility in one place
- Then make the triggers be an Area2D (which can have multiple shapes in different parts of the scene if desired - or a huge polygon that covers the relevant area) which only adjust the state (and don't contain a new CanvasLayer)
There was a problem hiding this comment.
So, would I move both of them to the HUD (first_unlock and re_entry)? The first one self-destructs, so I don't think there would be a problem—or I don't know, what do you think?
There was a problem hiding this comment.
I don't think that question was necessary, haha, since when I copied and pasted the instance, it instantiates right into the HUD
There was a problem hiding this comment.
I don't like how this looks with the heavy drop shadow. Personally I think we could use the same presentation as the dialogue balloons.
There was a problem hiding this comment.
Okay, I've applied the "Balloons" one. Take a look—how does the color look? Should I change it?
… in game state and UI components
|
I can review what you mentioned. |








Add an area name banner that appears when the player enters a new area. The banner is shown for a few seconds when moving between areas such as Fray's End and Song Sanctuary.
Resolves #2340