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ridiculous_coding's Issues

Migrating to Godot4

Hi,

I was trying to migrate this addon to Godot4, but for some reason, the error that I could not solve is the fact that Godot4 does not load the font file to use on the scene. I did try to find alternative solutions but I could not find them.

Did you try this addon on Godot4, or do you have any ideas on how to load a file outside from the res://?

Getting a bunch of UID errors

Using the latest 4.1 RC.

  modules/mbedtls/stream_peer_mbedtls.cpp:89 - TLS handshake error: -9984
  editor/plugins/asset_library_editor_plugin.cpp:858 - Error getting image file from URL: https://cdn.githubraw.com/Sythelux/TerrainPlugin-Testing/godot-4.0/icon.png
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/boom.tscn:3 - ext_resource, invalid UID: uid://iq7nou88a1p6 - using text path instead: res://addons/ridiculous_coding/boom.png
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/boom.tscn:4 - ext_resource, invalid UID: uid://bi70kv2drp1wj - using text path instead: res://addons/ridiculous_coding/boom.wav
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/font.tres:3 - ext_resource, invalid UID: uid://cou25nuh5skxq - using text path instead: res://addons/ridiculous_coding/GravityBold8.ttf
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/blip.tscn:4 - ext_resource, invalid UID: uid://dxjiybsoe46f6 - using text path instead: res://addons/ridiculous_coding/blip.png
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/blip.tscn:5 - ext_resource, invalid UID: uid://ck2j5mgk2iggv - using text path instead: res://addons/ridiculous_coding/blip.wav
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/newline.tscn:4 - ext_resource, invalid UID: uid://dise0erjarjgh - using text path instead: res://addons/ridiculous_coding/newline.png
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/dock.tscn:4 - ext_resource, invalid UID: uid://c3ltnrdrb2qmg - using text path instead: res://addons/ridiculous_coding/under.png
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/dock.tscn:5 - ext_resource, invalid UID: uid://g6lh6kjt0ynq - using text path instead: res://addons/ridiculous_coding/fireworks.wav
  scene/resources/resource_format_text.cpp:447 - res://addons/ridiculous_coding/dock.tscn:6 - ext_resource, invalid UID: uid://dmvuvaqf5uhwi - using text path instead: res://addons/ridiculous_coding/progress.png

I thought opening the tscn files and resaving them might fix it, but Godot said they were corrupt. 😅 Strangely, the addon still works. It just spams like crazy. :(

Edit: Maybe this is more on Godot's side: godotengine/godot#68661

Holiday and special occasion themes

idea for 2022 (or the 4.0 port): holiday styles for the editor juice plugin. Christmas-themed, Hanukkah, Halloween and so on.

Can be non-holiday themes as well. Maybe themed around other major Jotson™ projects. Just a nice little dropdown selection that can be extended with more items as time goes on. Maybe a somewhat accessible/documented format for people to submit their themes in on github.

Xp gains and Levelups

Proposal:
Add xp bar and xp gains for coding:

  • Xp values going up for each line based on line length
  • level up on every 100 lines

Images appearing at top left on MacOS

I am using a mono editor font (JetBrains-Regular) but the images are appearing on the top left of the screen. They do try to follow the cursor, but they begin at the top left corner and move less than a line space vertically or a character space horizontally.

EDIT:
I think the Godot get_ functions in TextEdit are having issues on macOS because they are def returning weird values (the get_line, get_column functions are really messed up and the line_space one is pretty bad as well).

This should work but it does not at all:
pos.y = (line - vscroll) * (fontsize.y + line_spacing) + 6
('6' is the #pixels between the top of the editor viewport and the first line)

After playing around with the cursor location formula in 'plugin.gd', I was able to get it working for a few font sizes:
this will work well for a size 14 font
pos.x = (column)(11.0/6.0) * (fontsize.x) - hscroll + 140
pos.y = (line - vscroll)
(11.0/6.0) * (fontsize.y + line_spacing) + 28
for a size 16 font:
pos.x = (column)(9.0/5.0) * (fontsize.x) - hscroll + 140
pos.y = (line - vscroll)
(9.0/5.0) * (fontsize.y + line_spacing) + 30

The ratios in those formulas I got by finding the slope between two points of error visually. IE, cursor on line 25, image at line 14 = (25,14); cursor on 15, image at line 9 = (15,9). Slope = (25-14)/(15-9) = 11/6. idk why that worked really, but it did for every font size I tried. So if you prefer another font size, you can just do that and then enter the ratio in the formula and it should work lol.

[Feature request] controlling the shake with a number from 0 - 100

Hi, so i like that you can deactivate the shake if it bothers you, but i think it would be perfect if you could control the shake how much the screen should be shaken.

I also think, being able to control the size of the other things, could be helpful.

I am wondering if sometihng like that is already in the works or if there are some limitations preventing that or if that could just be added.

Update to Godot version 4

Hi,

I did open a PR to update to version 4,
This is the PR #15

Would be nice for someone to double-check things if possible.
I tested on the macOS, I need to grab my Linux machine to test it, but I don't have a windows machine to test.

Thanks for everything!

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