worked on a LOT of bug fixes these past 3 hours. i wanted to fix all these before working on anything new or else i may forget about it and i want this game to have areally good experience for the users too! :D
starting off, in bathroom 3, i fixed the white tile puzzle reset state, before it was only visually changing the colors, now i reset the tile string state in the code itself. and i added the exit arrow after the scene was done, as well as changing the labels to use interact with rather than click, and fixing ui visibilities in some spots!
i had to restructure some of my other scenes to stop relying on the canvas modulate to change the color because it didn’t have a canvas layer to stop the modulations affecting the ghost. i did this by creating an array of the sprites and using a for loop to access each item to modulate it. previously, i was using .color to change the canvas color which affected each children. but since some of the children were tilemaps which only have a .modulate property, so i used that instead!!
for item in furniture:
item.modulate = Color(0.0, 0.994, 0.816)
for item in doors:
item.modulate= Color(0.094, 0.322, 0.278)
i changed the name input from a text in the bedroom puzzle to a tool tip because it was annoying to manually delete then type the name in. I also optimized some collision shapes in bedroomdiaryentry2plus to hit diary from the first click. i removed shape_idx == 0from the click input since it’s accessed from the e input. then, i changed multiple ifs to an if else and fixed shape_idx == 2 to shape_idx==1. idk why it was set at 3 coll shapes when there were only 2 TT.
lastly, i fixed some hallway bugs to hide some ui features in the end_dialogue()!