Godot 4.4.Kick the Table Pottery Pinball 144 Upgrade
- User Guide Page One & two fitted with Godotâs scrollbar feature.
- Hud1 now can be scaled on the Vector3(x,y only) using keypad + or -.
- Hud load error file will now identify if the rotation vector is loading. (Bug fix)
- Transferred Hud_View_Save_Buttons to :- get_node(â/root/Node3D/DMDs/Hud_View_Save_Buttons/Save_View1â). A better location for it.
- Reorganized & manufactured a little more transparency in the Ball button icon & button scripts. (Bug fix).
- The plunger now runs Hud_Buttons script func False_All(): which is a newly added script.
- In Q_Dmd_Txt.gd script upgraded func Hud1_Txt_message() to : -
(_Txt,_TimeOn,_TxAction,_TxPos,_AniName,_Sprite,_SpritePos,_FontType,_FontSize,_Colour,_MusFile,_MusVol) now only 12 auguments
func Hud1_Txt_message(_Txt,_TimeOn,_TxAction,_TxPos,_AniName,_Sprite,_SpritePos,
_FontType,_FontSize,_Colour,_MusFile,_MusVol):
1st argument - _Txt = âBallSaverâ
2nd argument - _TimeOn = 1 : for âJump_Into_Centreâ which uses the built in await
timer. âJump_Into_Positionâ runs increments which is ran by func delta
3rd argument - _TxAction = âJump_Into_Centreâ or,âJump_Into_Positionâ or ,âAction_Aniâ.
more options outlined on line Num 8
4th argument - _TxPos = [1,1,1] : The xyz position for the âJump_Into_Positionâ when
runnimg the Q_Dmd_Txt TextLabals
5th argument - _AniName = âAni1â : when TextAction runs âAction_Aniâ use the animation
name from the AnimatioPlayer to run the animation which animates the TextLabel.
6th argument - _Sprite = âBall_Saverâ : The name of the sprite that sits in the
AnimationSprite3D
7th argument - _SpritePos = [1,1,1] : the xyz position of the AnimatorSprite3D
8th argument - _FontType = âcourbd.ttfâ : name of the font that is in the font library
9th argument - _FontSize = â64â : the size of the font that is in the font library
10th argument - _Colour = [1,1,0.22] eg: the rgb colour value of the font
11th argument - _MusFile = âBloop_Sndâ : the sound file that is attached to root//Node3D/Camera & Audio/SoundManager.
12th argument - _MusVol = 0 : the volume of the sound file that is attached to root//Node3D/Camera & Audio/SoundManager.
- Introduced the following Hud1/Dmd Qtext animations : -
TxAction_==âJump_Into_Centreâ:
TxAction_==âJump_Into_Positionâ:
TxAction_==âOne_On_RLâ:
TxAction_==âOne_On_LRâ:
TxAction_==âOne_Off_RLâ:
TxAction_==âOne_Off_LRâ:
TxAction_==âAction_Aniâ:
TxAction_==âSpriteâ: (Put a " " in the _Txt argument position when using the Sprite by it self as an TxtAction replacement) (Sprite can be run with all other TxtAction )
Text line examples
Q_Dmd_Txt.Hud1_Txt_message(âBallSaverâ,0,âAction_Aniâ,[0,0,0],âAction_Ani_1â,âBall_Saverâ,[-2.985,3.666,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âBloop_Sndâ,0) #Bloop_Snd is from root//Node3D/Camera & Audio/SondManager
Q_Dmd_Txt.Hud1_Txt_message(âBallSaverâ,1,âJump_Into_Centreâ,[0,0,0],ââ,âBall_Saverâ,[-2.985,3.666,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âBloop_Sndâ,0)
Q_Dmd_Txt.Hud1_Txt_message(âBallSaverâ,50,âJump_Into_Positionâ,[-0.04243, 2.0693, 0.030747],ââ,âBall_Saverâ,[-2.985,3.666,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âBloop_Sndâ,0)
Q_Dmd_Txt.Hud1_Txt_message(âBallSaverâ,0,âOne_On_RLâ,[0,0,0],ââ,âBall_Saverâ,[-2.985,3.666,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âBloop_Sndâ,0)
Q_Dmd_Txt.Hud1_Txt_message(âBallSaverâ,0,âOne_On_LRâ,[0,0,0],ââ,âBall_Saverâ,[-2.985,3.666,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âBloop_Sndâ,0)
Q_Dmd_Txt.Hud1_Txt_message(âBallSaverâ,0,âOne_Off_LRâ,[0,0,0],ââ,âBall_Saverâ,[-2.985,3.666,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âBloop_Sndâ,0)
Q_Dmd_Txt.Hud1_Txt_message(âBallSaverâ,0,âOne_Off_RLâ,[0,0,0],ââ,âBall_Saverâ,[-2.985,3.666,-0.093],âcourbd.ttfâ,64,[1,1,0.22],âBloop_Sndâ,0);QTi=0
#running sprite without text using the TxtAction argument position#
Q_Dmd_Txt.Hud1_Txt_message(ââ,0,âSpriteâ,[0,0,0],ââ,âBall_Saverâ,[-2.985,3.666,-0.093],ââ,0,[0,0,0.0],âBloop_Sndâ,0)
- In Entername.gd script transfered the entername.visibility=false to func _physics_process(_delta) â void: & increased the inc to 100 which
closes the board down after giving the on looker enough time to acknoweledge the score input.