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732 Commits

Author SHA1 Message Date
d075963a77 feat(build): Clear pipeline, fix api cfg. #215
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2025-11-07 22:34:28 +01:00
1d777b422b feat(achievements): Notification counter. Closes #248 2025-11-07 21:52:17 +01:00
c5ea76f7de feat(story): more warnings about spoilers 2025-11-07 21:42:50 +01:00
62e5a044c1 feat(credits): On submit to credits, confetti for perfect, achiemevement literal. #247, #249, #246 2025-11-07 21:39:41 +01:00
459d1a121b feat(build): Create api file. #215 2025-11-07 21:16:23 +01:00
afcf8530e6 feat(story): palestina libre, closes #154 2025-11-07 20:52:47 +01:00
022d4c8a22 fix(creditos): Bat bi hiru lau. Closes #226 2025-11-07 15:43:30 +01:00
985d03c716 feat(creditos): Avisar puntuación se pierde. Closes #224 2025-11-07 15:37:20 +01:00
88f1973e97 feat(achievements): Amante de la música. Closes #209 2025-11-07 15:32:24 +01:00
0da6bcad9c feat(achievements): Ordenado eneko. #209 2025-11-07 15:11:32 +01:00
8a66bd18f9 chore: fix warnings 2025-11-07 15:09:49 +01:00
734a3a6bc2 feat(achievements): Ordenado. 2025-11-07 15:09:25 +01:00
33035e29b7 fix(cursor): Hotspot & overlapping collissions. Closes #242 2025-11-07 14:41:08 +01:00
5490162365 fix(ui): Unify theme 2025-11-07 14:36:03 +01:00
4274570e2f feat(dev): Colored values. 2025-11-07 13:57:25 +01:00
9d1b8e069f chore: format 2025-11-07 13:57:25 +01:00
be10ebf97a fix(core): Item manager has fix. #244 2025-11-07 13:57:25 +01:00
b22be297c4 feat(build): Encripted exports #215 2025-11-07 13:57:25 +01:00
3085622579 fix(i18n): missing texts in main_menu.csv 2025-11-07 13:25:42 +01:00
392e042615 feat(credits): watching credits is mandatory 2025-11-07 13:05:55 +01:00
22ed3a0fba fix(rtmi-ui): language buttons now has the exact same color that background, fixes #235 2025-11-07 12:19:46 +01:00
712c5bc7e2 feat(story): no retar al usuario con no usar shift, i18 fixes and more 2025-11-07 12:01:57 +01:00
29ae3ae5ef feat(achievements): show current/total in notification 2025-11-06 20:07:23 +01:00
ed0ac3c59f feat(achievements): 5 from 7 2025-11-06 19:41:25 +01:00
3946947331 fix(story): interaction_angle was 0 for all items, fixed where needed, fixes #229 2025-11-06 17:43:56 +01:00
27820d6d99 fix(rtmi-ui): initialize rtmi-score-manager on pause_menu, to avoid process being freezed on pause, fixes #230 2025-11-06 16:27:37 +01:00
cc060d6147 feat(rtmi-ui): pause menu uses old music loop, closes #227 2025-11-06 10:40:42 +01:00
fba8c70103 fix(rtmi-ui): 'click to skip the text' label has a confusing onFocus, deleted, fixes #240 2025-11-06 10:23:19 +01:00
2af4bea9b8 fix(i18n): dynamic tooltips from despensa's bidon, fixes #200 2025-11-06 10:15:45 +01:00
d47b4f40cc fix(speech): oier's first audios ending was missing 2025-11-06 09:49:42 +01:00
7aeab80166 fix(speech): clean up, deleted all audios and regenerated 2025-11-06 09:18:47 +01:00
0a986268cb fix(i18n): add cocina_ordenador_action2_say literal 2025-11-06 08:57:53 +01:00
f86bebd7ca fix(credits): crash if text file not found 2025-11-05 23:50:19 +01:00
eca4cc1d7b fix(scoreboard): prev/next page buttons, fixes #232 2025-11-05 19:17:53 +01:00
372d7cb3fe feat(i18n): remaining FR translations, except Palestina 2025-11-05 17:52:02 +01:00
8432bcd3f8 feat(scoreboard): submit score with hash! 2025-11-05 17:17:29 +01:00
a86ebb6526 chore: Some errors and warnings fixed. 2025-11-05 03:08:24 +01:00
f90b094fb4 fix(i18n): Some fr literals, tested and closed #35 2025-11-04 22:29:40 +01:00
333b6d6824 fix(video player): avoid crash if no subtitle file found 2025-11-04 19:39:05 +01:00
9bcb4445cc feat(i18n): FR translation thanks to Miette. 2025-11-04 19:10:35 +01:00
0acd750bf5 feat(story): palestina texts 2025-11-04 00:42:59 +01:00
db03051a8d feat(speech): eneko is morpheous 2025-11-04 00:26:24 +01:00
d1dc2d1219 fix(speech): dont pick pegatinas 2025-11-04 00:13:32 +01:00
d4ff624914 fix(story): Pegatinas muchs veces. #200 2025-11-04 00:05:31 +01:00
947ecc08f0 fix(story): Fix madera say 2025-11-04 00:05:31 +01:00
20098b250d fix(story): Fix input none 2025-11-04 00:05:31 +01:00
233723e47e feat(palestina): Say & tooltips. #154 2025-11-04 00:05:31 +01:00
1562bcb4bb fix(esc-dialog-option): add patch to fix say_last_option 2025-11-03 23:59:27 +01:00
07b3208dfc fix(speech) 2025-11-03 23:44:41 +01:00
7254168f23 fix(speech) 2025-11-03 22:25:32 +01:00
05c88881db feat(speech): Eneko 2025-11-03 21:04:17 +01:00
50e5402c40 feat(speech): Oiergit status 2025-11-03 19:36:07 +01:00
1665d77602 feat(rtmi-dialog): end dialog on speech finish, closes #225 2025-11-03 12:40:26 +01:00
f367f31d28 feat(speech): morpheo 2025-11-03 02:20:00 +01:00
c41165c193 feat(deploy): Remove publish. moved to it's own repo.
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537a082f20 feat(build): Remove fullscreen from default for web export. Closes #216 2025-11-03 02:19:51 +01:00
5bc0362918 fix(achievements): show position before score submit, closes #223 2025-11-03 00:57:59 +01:00
13ec6d6080 fix(story): Sin pajaricos en los creditos. Fixes #221 2025-11-02 23:43:25 +01:00
2a5a0dfbfb feat(rtmi): Fullscreen button. Closess #217 2025-11-02 23:40:39 +01:00
703193513f feat(scoreboard): order by time 2025-11-02 22:50:39 +01:00
2c8f2fed4b feat(achievements): Stop time on pause. 2025-11-02 22:42:37 +01:00
420a4c5cd2 feat(scoreboard): From pause menu. Closes #218 2025-11-02 22:42:03 +01:00
7d32cbb659 feat(scoreboard): ui_enter event. Closes #222 2025-11-02 22:04:25 +01:00
8377181bef fix(rtmi): Smaller wait cursor 2025-11-02 21:56:38 +01:00
d7d73351fc feat(i18n): Credits from file 2025-11-02 21:28:33 +01:00
369628256e feat(scoreboard): submit scores! 2025-11-02 20:55:12 +01:00
0303316c4b feat(creditos): Menu order, back to menu. Closes #219 2025-11-02 19:51:21 +01:00
ffc5491733 fix(story): don't mix matrix and they live 2025-11-02 18:44:49 +01:00
cd067dd8b0 feat(scoreboard): auth with cookies. Will be replaced with encrypted checksum. 2025-11-02 15:59:03 +01:00
77520ddaea feat(video): Srt resources 2025-11-02 15:56:52 +01:00
fa0e43982d fix(video): Await to load 2025-11-02 13:41:47 +01:00
3e68c2eeeb feat(achievements): Creditos order change. confetti #168 2025-11-02 13:41:23 +01:00
43728d8190 fix(rtmi): Hide outline if no input
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8b7ad7fe4a fix(story): Olla vacia walk and input 2025-11-02 01:13:50 +01:00
b5202e462c fix(rtmi): Item highlight and shift key 2025-11-02 00:48:56 +01:00
78eb9f5235 fix(rtmi): Outline handling rework. Closes #212 2025-11-01 23:34:09 +01:00
98ef52a19e feat(dialog): Minimum talking time, fix options. Closes #213 #204 2025-11-01 21:07:28 +01:00
d1c5d159a5 feat(rtmi): Custom cursors 2025-11-01 19:49:59 +01:00
eddd73036e feat(video): Reformat and mv to dir 2025-11-01 19:37:45 +01:00
2e5895a36f feat(cursor): Removed item arrow, added watch & hand, items with custom cursor. fixes #211 2025-11-01 19:30:46 +01:00
2a15b5466d chore: Format code 2025-11-01 16:30:31 +01:00
784236fe5c feat(rtmi): Mouse release for use. Fixes #210 2025-11-01 15:13:54 +01:00
378780a5f3 chore(format): Reformat code 2025-11-01 14:38:11 +01:00
0ef823b500 feat(scoreboard): Spinner #168 2025-11-01 04:02:26 +01:00
f271d13877 feat(scoreboard): Pagination #168 2025-11-01 03:02:52 +01:00
ecb266ec34 feat(achievements): Code format. #168 2025-11-01 02:09:01 +01:00
f645e8055c feat(achievements): Summary, perfect score button, i18n 2025-11-01 01:32:58 +01:00
c013f5412a feat(scoreboard): Name validation & colors 2025-11-01 00:29:44 +01:00
00a43ccbdb feat(achievements): Time tracker null check #168 2025-11-01 00:21:49 +01:00
3430fe2e7c feat(i18n): English translation 2025-10-30 01:17:56 +01:00
54a8ba491e feat(i18n): Double quotes for empty strings. 2025-10-30 01:17:56 +01:00
076f666125 fix(scoreboard): api.ini -> api.cfg 2025-10-30 00:24:19 +01:00
44b1f0b884 feat(scoreboard): get session coockie and api config file 2025-10-30 00:20:09 +01:00
1df26a6b28 feat(deploy): Itch.io fixes. Web export update.
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02dcf8ed64 feat(achivements): add position column 2025-10-29 00:46:47 +01:00
d04cca26f8 feat(achivements): add name column, scoreboard panel with monospace font 2025-10-29 00:35:05 +01:00
3e1bf6a8af feat(achievements): add RTMIScoreRow model 2025-10-28 19:37:38 +01:00
dcd1082e67 feat(achievements): refactor http using await 2025-10-28 19:05:37 +01:00
9c435b7777 feat(linter): add gdlint rules 2025-10-28 17:15:17 +01:00
6c9ab5775a feat(achievements): Get scores, basic HTTP request. #168 2025-10-28 10:20:44 +01:00
c625c15f9d feat(achievements): UI, highscores, credits summary, time tracker commands, score manager, main & pause menu. #168 2025-10-28 03:16:02 +01:00
d36b5010f9 feat(achievements): Time tracker. #168 2025-10-27 18:44:15 +01:00
96b0de7405 feat(achievements): Example when entering cocina, unlock once ignore after, notification glitch when changing room. #168 2025-10-27 01:06:16 +01:00
5f4ab5354e feat(achievements): Inspector dev tool. #168 2025-10-27 00:57:21 +01:00
fb8b7541f5 feat(achievements): UI & localization. #168 2025-10-27 00:41:25 +01:00
12dcdc4c86 feat(achievements): Basic UI 2025-10-27 00:10:08 +01:00
5f58980496 feat(achievements): Basic manager, unlock command, listo from project. #168 2025-10-27 00:10:08 +01:00
fdda79be2d chore(build): source colors. 2025-10-27 00:10:08 +01:00
e1a74ed87d feat(story): use mechero with economica, closes #191. 2025-10-26 23:07:41 +01:00
6230a219fd feat(build): Consistent version from git. No intermediary file. #203
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c0bc458440 feat(build) Fix touch. #203
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6b9b57dbd4 feat(build) ensure verions.txt exists. #203
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33fb914ea0 feat(deploy): Return to project path. #203
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0c14d68393 feat(deploy): Fix flag. #203
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5a3feeb5a3 feat(deploy): Itch, version from file. #203
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36423bfa54 feat(deploy): Executable publish script
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378e11d8a5 feat(deploy): Butlter API Key secret & unify. #203
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c6fcab6b11 feat(deploy): Itch.io publishing. #203
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1c1f32e2aa feat(build): Publish version txt
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325aacaae6 feat(build): Publish to Itch.io 2025-10-26 16:51:53 +01:00
1d4bc3bb6d fix(ui): Don't show UI after unpause in credits. Fixes #208 2025-10-26 16:17:35 +01:00
9d17301d52 feat(dialog): Adds progress bar. #204 2025-10-26 15:43:33 +01:00
ab7af66259 feat(dialog): Remove dialog tip when click to continue is enabled. #204 2025-10-26 15:09:48 +01:00
debf48ad15 fix(rtmi-ui): do not outline non interactive items when pushing shift 2025-10-26 13:22:01 +01:00
57db233d4e fix: remove unneeded accept_input(SKIP) 2025-10-26 13:08:29 +01:00
016210c1d9 fix(rtmi-ui): don't show neither tooltip nor outline if accept_input is not ALL, fixes #207. 2025-10-26 13:00:40 +01:00
36b8d58d9e feat(rtmi-dialog): warn Click to skip label is not a button, closes #169. 2025-10-26 12:27:37 +01:00
81dcfb2bff feat(build): add *.cfgs to allow override.
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78350d5533 feat(build): Action, apply patches.
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f52ea5d9fd feat(build): override.cfg, tweak script, version from project settings. 2025-10-26 04:40:01 +01:00
c97c49e902 feat(settings): Get or default custom settings. Fixes #184 2025-10-26 03:38:32 +01:00
8ebd345dd2 feat(dialog): Click to continue, remove timer, always show message, hint clamped to the right. #204 2025-10-26 02:47:50 +01:00
279b427b32 feat(dialog): Click for next dialog #204 2025-10-26 02:36:46 +01:00
a316c1fe60 feat(dialog): Remove typewriter effect #204 2025-10-26 02:32:29 +01:00
22c2e40203 fix(ashes): Interpreter loading & earlier cache. Fixes #205 2025-10-26 02:42:48 +02:00
fc868cf6f7 feat(ashes): Interpreter factory calls patch. 2025-10-25 01:16:19 +02:00
8a006ac0ff feat(git): Local patches 2025-10-25 01:15:21 +02:00
d743c77244 fix(ashes): Interpreter factory fix 2025-10-24 22:10:40 +02:00
a01fcfbd8f feat(ashes): Globals lookup override. 2025-10-24 22:06:05 +02:00
34d0002af3 feat(git): Escoria core patcher 2025-10-24 22:05:26 +02:00
9dca9affe3 fix(creditos): Default language. 2025-10-24 02:02:20 +02:00
60dce58ad0 fix(performance): Ashes cache & disabled automatic transitions #150 2025-10-24 01:44:28 +02:00
38f6065055 chore(cleanup): Remove unused variables. 2025-10-24 00:21:41 +02:00
21ed959322 feat(i18n): more basque translation. Say SHIFT is optional, closes #188. 2025-10-23 23:35:36 +02:00
1e67ec9d54 fix(rtmi-ui): Always clear cursor when awaiting item closes #202 2025-10-22 02:04:39 +02:00
08165cd59d fix(rtmi-ui): use correct global for check catando. re fixes #195 2025-10-22 01:53:29 +02:00
f9abe054b2 fix(story): Explicit walk to olla_llena. Closes #191 2025-10-22 01:36:06 +02:00
91fa8cdf6b fix(rtmi-ui): Check if no tool for cursor change. Closes #32 2025-10-22 01:19:48 +02:00
2f85e28aea feat(i18n): Skip video literal. Closes #200 2025-10-22 01:06:46 +02:00
be1b6a2541 feat(palestina): Item, placeholder texts, song 2025-10-22 01:00:57 +02:00
1742cc0f6e fix(rtmi-ui): item outline only in default game state. Fixes #199 2025-10-22 00:39:18 +02:00
a52fac3b09 fix(i18n): deleted unused translations 2025-10-21 19:18:47 +02:00
5905309c44 feat(i18n): add basque in language selector and remove german, closes #198 2025-10-21 19:10:35 +02:00
990801a79e fix(i18n): commas in csv 2025-10-21 18:41:39 +02:00
10c8d59442 feat(i18n): basque translations (WIP) 2025-10-21 18:40:13 +02:00
7c528361eb fix(rmti-ui): Handle many outline cases 2025-10-21 04:00:11 +02:00
33109267dd fix(rtmi-ui): Don't remove highlight if hint key still pressed. 2025-10-21 03:56:26 +02:00
84697ca929 fix(rtmi-ui): Don't remove outline after hint release if item under mouse. 2025-10-21 03:16:28 +02:00
4f24c77a39 feat(rtmi-ui): Highlight inventory item combinations #171 2025-10-21 02:35:10 +02:00
e9a2b67673 fix(story): Usar patatas 2025-10-21 02:07:30 +02:00
45b8c9236c feat(rtmi-dialog): Slow dialogs mode. Closes #75 2025-10-21 01:59:07 +02:00
472d936623 feat(rtmi-ui): Inventory mouse wheel. Closes #126 2025-10-21 01:37:27 +02:00
128ab47aef fix(rtmi-ui): Ensure that clicked item has event with tool. Fixes #183 2025-10-21 01:28:24 +02:00
2227e58ae3 fix(rtmi-ui): display tooltips after dialog if cursor on inventory item, fixes #197 2025-10-21 01:01:41 +02:00
19820c3d00 fix(rtmi-ui): display tooltips after dialog if cursor on item, fixes #172 2025-10-20 16:52:08 +02:00
257945a5fe feat(build): Savegame & debug disabled 2025-10-19 23:42:18 +02:00
e6033823cb feat(ui): Option button explicit sound and size 2025-10-19 23:41:19 +02:00
f5e48a95b9 feat(menu): Show language selector command 2025-10-19 23:30:19 +02:00
28efc6af3d chore(cleanup): Remove old code comments 2025-10-19 23:06:39 +02:00
59044135d5 feat(cursor): The way of the cursor. Both web & linux export with the same code. re closes #181 2025-10-19 23:05:26 +02:00
6b670fd6e5 feat(inventory): Don't allow tu use items in inventory while eneko catando 2025-10-19 22:55:05 +02:00
9ad12a5d8e feat(inventory): center texture 2025-10-19 20:58:31 +02:00
2d94dbc04d feat(debug): Override source for time 2025-10-19 19:52:10 +02:00
06082fe0ad feat(cursor): cleanup, web export exception, base cursor. Closes #181 2025-10-19 19:51:21 +02:00
4071daef78 feat(dialog): Chooser in the middle. Closes #155 2025-10-19 03:58:57 +02:00
f4c369e744 feat(video): Hide cursor. Closes #187 2025-10-19 03:05:53 +02:00
514307a8ad feat(ambient): don't restart ambient outside. Despensa less pan. 2025-10-19 02:37:31 +02:00
c6abbba1cb feat(inventory): adjust size with rooms. Ignore texture to use project settings. Closes #186 2025-10-19 02:36:56 +02:00
eaaca3bc34 feat(music): Ordenador. Closes #54 2025-10-19 02:16:10 +02:00
aed598afbe feat(debug): hover stack tool 2025-10-19 01:23:06 +02:00
b06abcaea3 feat(music): Ajuste distancia 2025-10-18 22:05:50 +02:00
59136e5295 feat(ambient): Pajaricos. Closes #151 2025-10-18 22:05:50 +02:00
38da699d25 feat(i18n): add double commas to all strings 2025-10-18 21:00:51 +02:00
feb6029ee6 feat(i18n): add some fr translations 2025-10-18 20:54:47 +02:00
83a3d257fd fix(video subtitles): clear current subtitle on video start, fixes #177 2025-10-18 20:19:24 +02:00
54ebc3222b fix(story): peso not interactive after returning to its place, fixes #194 2025-10-18 19:56:05 +02:00
dbbb514963 feat(story): explain this is bread, closes #189 2025-10-18 19:35:24 +02:00
145142bd64 fix(i18n): olla vacia literals, fixes #190 2025-10-18 19:02:55 +02:00
33c4fda635 feat(creditos): Translatable scrolling. Closes #179 2025-10-18 18:50:59 +02:00
07678d7c06 fix(story): cuchillo and patata grande combination tooltip, fixes #192 2025-10-18 18:39:48 +02:00
3fb93c35a3 fix(music): File not found error message 2025-10-18 17:38:19 +02:00
020ce32a06 chore: clean up 2025-10-18 03:37:14 +02:00
d9c027854d Merge branch 'main' into feature/music-manager 2025-10-18 03:35:45 +02:00
328feea5d8 feat(music): Playlist, palestina, distance 2025-10-18 03:35:03 +02:00
0af698d76a feat(assets): use jpg for backgrounds 2025-10-17 22:20:32 +02:00
884db14b39 feat(fix): revert music 2025-10-17 20:43:14 +02:00
059c573801 feat(debug): Rooms loading time 2025-10-17 00:05:37 +02:00
181bb8074c feat(debug): Timer 2025-10-16 23:18:04 +02:00
0f54667255 fix(story): show peso in scene when removed from inventory, fixes #180 2025-10-16 13:21:21 +02:00
7196ebab75 fix(story): use turno_cocina_cuchillo_picked instead of 'in inventory', fixes #182 2025-10-15 23:57:49 +02:00
942c77e996 feat(palestina): Bandera. Closes #154 2025-10-15 23:15:42 +02:00
8f8cfeae0a feat(rtmi-ui): refactor, remove target_when_selected_action_is_in. Closes #166 2025-10-15 22:06:40 +02:00
6bc8dc7321 feat(story): peso and bidon central combination, closes #178 2025-10-14 23:56:06 +02:00
82c6505a09 feat(story): Eneko gives tips, closes #163 2025-10-14 23:17:02 +02:00
bef7e48535 feat(story): Eneko gives tips (finished except translations) 2025-10-14 00:39:45 +02:00
1cb61b20b3 feat(creditos): Buttons. Closes #176 2025-10-13 02:07:56 +02:00
6957802020 feat(video): Video Manager with music handling. 2025-10-13 02:06:44 +02:00
b490f57c0d feat(story): Eneko gives tips (WIP) 2025-10-12 22:21:37 +02:00
a71727fba5 feat(text): Click to continue tip. Closes #137 2025-10-11 04:09:11 +02:00
59b670b9df fix(item): Coger pegatinas. Fixes #173 2025-10-11 03:53:36 +02:00
3b3adbf5cc feat(build): Manual script & action. Closes #143
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2025-10-11 03:35:09 +02:00
b06040a207 feat(icon): Ajo. Closes #147 2025-10-11 03:35:09 +02:00
65af07b9d3 feat(i18n): add euskera column to turno_cocina.csv 2025-10-10 22:11:41 +02:00
b63f4b0b12 feat(anim): remove unused assets, clean up speak jitter, unify animations 2025-10-09 18:14:47 +02:00
469441f7c3 Configurable auto picked observer Closes #136. Picked observer in _process Fixes #170 2025-10-09 18:14:47 +02:00
a142e7f16e chore: remove gamepad code. Closes #159 2025-10-09 18:14:47 +02:00
28b54607c1 feat(anim): cocina gas glitch 2025-10-09 18:14:47 +02:00
bb7bdd7421 feat(anim): oier animations clean up 2025-10-09 18:14:47 +02:00
5231e3cdfb feat(anim): eneko smoking animation cleanup 2025-10-09 18:14:47 +02:00
40fee71ef3 feat(addon): add tools annotation 2025-10-09 18:14:47 +02:00
7e7ae506ea fix: language selector visible 2025-10-09 18:14:47 +02:00
e98a0e1dab fix: crash in matrix dialog 2025-10-05 21:02:38 +02:00
8e4137368a fix(i18n): fixed translations 2025-10-05 20:47:42 +02:00
e4d01b69bf fix(story): sounding the horn does not crash the game, fixes #167 2025-10-05 18:37:30 +02:00
87f8976fdc feat(story): if lentejas are fucking awesome say player to call people, closes #88 2025-10-05 18:29:30 +02:00
6adb6cd67d feat(backgrounds): cocina delante caja 2025-10-05 18:19:38 +02:00
68fc06ce2a feat(backgrounds): cocina 2025-10-05 18:19:38 +02:00
b4448c2b72 feat(backgrounds): cocina delante 2025-10-05 18:19:38 +02:00
2d3a05b165 feat(backgrounds): cocina detras 2025-10-05 18:19:38 +02:00
9af76bec8a feat(backgrounds): despensa 2025-10-05 18:19:38 +02:00
e800a02116 feature(script): find tscn untranslated 2025-10-05 18:19:37 +02:00
b3df127bab feat(story): use recipe book with romero (fixes #93) plus some translations 2025-10-05 18:07:00 +02:00
13c89d2784 fix(story): make walking to door in intro blocking, fixes #161 2025-10-05 15:41:30 +02:00
6df0f5e45b Rich tooltip cleanup 2025-10-05 13:28:48 +00:00
cd8288427a feature(build): Regenerate UIDs, projects settings, export features, version label 2025-10-05 13:28:48 +00:00
c7f96b9e05 feat(story): say Eneko is ready to taste, closes #163 2025-10-05 15:14:50 +02:00
3b28d00a46 ignore builds 2025-10-05 14:17:44 +02:00
bf9e745339 Missing translations. Translatable sequence & random. Closes #157 2025-10-04 23:15:31 +02:00
53ce951c5a feat: Music manager 2025-10-04 22:26:52 +02:00
fb43ffd17d Count manager clean up. Closes #162 2025-10-04 21:34:05 +02:00
e903e380d4 Fix patata infinita. 2025-10-04 19:41:47 +02:00
d7de450985 fix(story): only taste food if fire and other fixes 2025-10-04 18:51:40 +02:00
223428147a fix: dialog_say and cocina_llena 2025-10-04 17:30:32 +02:00
0cded3aff2 Fix menu error. Check dialog tip is added. 2025-10-04 16:40:01 +02:00
33fcc6a200 fix(ESC): replaced else if with elif 2025-10-04 16:26:06 +02:00
02ebee0c6d feat(story): asustar lentejas, closes #103 2025-10-04 15:54:19 +02:00
d563ba2aeb feat(options): language selector. Remove button from game scene. Closes #152 2025-10-04 15:41:47 +02:00
41b21daec0 chore: Dialog Manager addon clean up 2025-10-04 03:39:18 +02:00
02ebbe4c03 chore: process func cleanup 2025-10-04 02:45:14 +02:00
83322d1517 feat(inventory_ui): hover only when playing 2025-10-04 02:30:46 +02:00
0d9d29786c feat(dialog): fade in dialog tip 2025-10-04 02:25:30 +02:00
5c85bbd0f7 placeholder text with bold & italic 2025-10-04 02:24:56 +02:00
6ebb94ee02 Floating dialog clean up and size. Closes #156 2025-10-04 02:15:14 +02:00
0eee2aaee6 feat: They live! 2025-10-04 01:07:14 +02:00
4ababd46d3 Simpler dialog tip, better hide handling, show tooltips after say. Closes #144 #149 2025-10-04 00:56:06 +02:00
357a36e873 chore: item component observers without process 2025-10-04 00:08:25 +02:00
73ad27cbb0 chore: naming convention 2025-10-03 21:48:24 +02:00
7ec529ddf9 Dev tools project setting 2025-10-03 21:09:39 +02:00
4fe0c7b4ab Remove dialog box triangle 2025-10-03 21:09:39 +02:00
60adcefe22 feat(scriptis): search missing dialog keys 2025-10-03 21:09:39 +02:00
93dfbf3488 fix(video-subtitles): extend border to bottom of the screen 2025-10-03 20:52:43 +02:00
8e5c54a4e8 feat: cleanup 2025-10-03 20:34:02 +02:00
db0f023d21 feat: cleanup 2025-10-03 20:31:27 +02:00
b8def1a7f9 feat(cleanup): changed items/inventory path to inventory 2025-10-03 20:22:10 +02:00
ff586fe294 feat(logger): logger deleted 2025-10-03 20:08:43 +02:00
2fccf79bb6 fix(camera limits): put camera limits to 1280x720 to avoid breaking change in godot 4.5 2025-10-03 20:01:40 +02:00
d95e77f034 fix UIDs 2025-10-03 18:50:19 +02:00
eb42727f2f feat(story): ask to put olla in fire before putting ingredients 2025-10-03 14:24:35 +02:00
01811713a4 feature(subtitles): ES subtitles for all videos 2025-10-03 13:43:45 +02:00
cc01689116 Release workflow
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2025-10-03 00:13:50 +02:00
bced7eeba6 Item asset cleanup. Closes #131
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2025-10-02 22:57:17 +02:00
aab51de647 feat(subtitles): colored subtitlesgit status ES subtitles for intro.
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2025-10-02 00:04:34 +02:00
a55ee7e77a Say visible signal
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2025-10-01 12:14:55 +02:00
328525c8fe Dialog say signal chain.
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2025-10-01 12:11:13 +02:00
a624b95f74 Fixes Tween error caused by dialogs.
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2025-10-01 00:44:57 +02:00
951e0e9cd1 Fix lighmap. Closes #133 2025-10-01 00:27:45 +02:00
ef6f448b6c fix(godot4.4): remove @abstract (se me ha olvidado poner el texto del assert\!\!\!)
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2025-09-30 00:08:45 +02:00
5c11e38a24 fix(godot4.4): remove @abstract
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2025-09-30 00:06:58 +02:00
8cb9337f05 Merge branch 'main' into feature/video-subtitles
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2025-09-29 13:34:02 +02:00
321c7608be feat(subtitles): subtitles can be displayed on videos from .srt files 2025-09-29 13:31:12 +02:00
be1e9be9d5 Watcher fix
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2025-09-28 01:27:16 +02:00
3299e6c369 Escape to continue 2025-09-28 01:26:30 +02:00
9c200600bb Revert "feature(subtitles): add frog_subtitles addon"
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This reverts commit d3eff4e006.
2025-09-27 00:17:32 +02:00
aa74656925 feat(subtitles): working video subtitles. TODO: enable/disable subtitles option
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2025-09-27 00:12:44 +02:00
13fed6a6ca Plugable dev tools, simple registry
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2025-09-26 01:01:29 +02:00
d3eff4e006 feature(subtitles): add frog_subtitles addon
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2025-09-23 00:16:43 +02:00
a88b015faa hide tooltips while speaking. Abstract ItemComponent, clean up, gitignore addons. Default font. Fixes #138 #130 2025-09-21 03:37:49 +02:00
6c8d542e53 Casi ultimo intento del action
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2025-09-17 01:02:39 +02:00
d7c00892a3 Penultimo intento de actions
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2025-09-17 00:08:12 +02:00
69c47ccfa2 fix(uid): fix invalid uids
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2025-09-16 23:52:30 +02:00
4ff49696fa feat(godot4.5): enable debug in production releases
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2025-09-16 23:43:01 +02:00
121f056d0d setup node for builds
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2025-09-16 01:34:55 +02:00
e7f672ced7 push workflow
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2025-09-16 01:29:07 +02:00
9189fb3a8f arm build 2025-09-16 01:23:38 +02:00
a4424a3caf Merge branch 'main' of git.fosil.eu:gymkhana/gymkhana 2025-09-16 01:13:56 +02:00
cc18b0505c action & export 2025-09-16 01:13:37 +02:00
08c1a73d02 fix(eneko): dialog done variables as globals 2025-09-15 23:51:46 +02:00
e7e9dbb796 Game Over! 2025-09-15 01:57:05 +02:00
838776d259 fix(settings): fix godot path 2025-09-14 18:16:45 +02:00
cbbf507992 Fancy global inspector 2025-09-14 18:02:05 +02:00
9e06ff86c6 Creditos music 2025-09-14 18:01:23 +02:00
e2f0105e4d Tocando el cuerno 2025-09-14 04:54:33 +02:00
f41fc361b8 Picked observer, global observer 2025-09-14 04:44:12 +02:00
5e1d88c333 Back to the center 2025-09-14 01:53:07 +02:00
8823132e8e Global madness 2025-09-14 01:49:09 +02:00
2d74a87b14 Global observer, adios patata infinita 2025-09-13 23:35:15 +02:00
365fe26bd1 Hover stack 2025-09-13 21:58:28 +02:00
5e63ef4576 Dev Tools 2025-09-13 17:14:02 +02:00
1feef5c5cb Ajo y cata 2025-09-13 01:09:03 +02:00
359ceed121 Pause menu options 2025-09-13 00:55:52 +02:00
77d84d1bfa Click to continue, Only pause when playing 2025-09-13 00:52:48 +02:00
03b6a9383a Anti Dota/LOL 2025-09-13 00:48:38 +02:00
7d26982bb8 Item cursor composition 2025-09-12 21:21:25 +02:00
639551f23c Activate ajo 2025-09-12 00:20:11 +02:00
928a1848ef zorionak eneko 2025-09-11 23:18:30 +02:00
973dcaf37d Merge branch 'anti-globalization' 2025-09-11 10:26:53 +02:00
d7055d412e Cuerno active 2025-09-11 10:26:44 +02:00
253a23a68a eneko globals 2025-09-11 10:25:23 +02:00
2875cd2507 textos mikel 2025-09-11 02:13:22 +02:00
8d0fb7d395 A cocinar! fixes #127 #128 2025-09-11 01:59:03 +02:00
20efe0465b one inventory button animation 2025-09-11 00:43:07 +02:00
68048d5562 Choose a language to start 2025-09-11 00:35:09 +02:00
54653e13f1 mikel, libro recetas 2025-09-11 00:34:16 +02:00
51c9e0dd8e From the shadows 2025-09-10 03:26:36 +02:00
4bd417870a Options, inventory, theme 2025-09-10 02:10:02 +02:00
acffe34023 Inventory items max height 2025-09-10 02:09:04 +02:00
c75601c06d UI cleanup, reorder & unify 2025-09-09 02:08:31 +02:00
020df3533c Oier is on fire. Closes #124 2025-09-08 00:27:48 +02:00
d7926d64c8 apaga luz mariluz 2025-09-08 00:18:42 +02:00
ae2276866a CSV parser, langcode label, language selector, button makeover 2025-09-08 00:00:32 +02:00
1b46372bbf pause menu music. closes #71 2025-09-07 20:22:09 +02:00
d363de412b chooser sound 2025-09-07 20:15:32 +02:00
ea1e2cbce5 Merge branch 'vscode-extension' 2025-09-07 20:11:23 +02:00
7c6d7f0729 oier animation tweaks, say_to_camera command 2025-09-07 20:01:39 +02:00
2b7d57c802 speak animations 2025-09-07 19:37:21 +02:00
d987b6a03c Merge branch 'main' into speak-animations 2025-09-07 19:32:16 +02:00
7d7a2a8e9e Menu sounds, frontal sound 2025-09-07 19:14:16 +02:00
3d694755c4 cleanup 2025-09-07 19:12:58 +02:00
1ba6fe4c3f Requirents... more syntax validator 2025-09-07 15:50:35 +02:00
f8feee5fd7 Requirements 2025-09-07 03:27:16 +02:00
e068e4160b Show me errors 2025-09-07 03:11:57 +02:00
c9a13afbe8 compile before symlink 2025-09-07 02:50:17 +02:00
9c2a6cb7e7 Show me more 2025-09-07 02:45:51 +02:00
11a7724c58 Dynamic commands 2025-09-07 02:18:11 +02:00
7479320aab Extension init, syntax highlighting, autocompletion, install script 2025-09-07 01:47:30 +02:00
e580db794d bigger inventory box 2025-09-06 23:21:07 +02:00
021b5a0491 WIP 2025-09-06 23:09:48 +02:00
e108de7f0e fix(display): scale display on window size change, fixes #123 2025-09-06 15:18:29 +02:00
c4e15dcc2f theme organization, bigger scroll container 2025-09-06 05:54:08 +02:00
8a7624e807 Unify fonts, chooser background & hover 2025-09-06 05:29:11 +02:00
797ac739d4 hide dialog box when paused. closes #60 2025-09-06 04:14:46 +02:00
66d3416b91 Merge branch 'main' of git.fosil.eu:gymkhana/gymkhana 2025-09-06 03:57:22 +02:00
334270582c Fix hidden tooltips. Closes #68 2025-09-06 03:57:14 +02:00
d347b50472 resize cursor. closes #108 2025-09-06 03:50:57 +02:00
ba3634b3cc fix(item_count): closes #122 2025-09-06 01:37:28 +02:00
1b14040025 fix command argument. fixes #122 2025-09-06 01:32:47 +02:00
660a65ba0b Merge branch 'main' of git.fosil.eu:gymkhana/gymkhana 2025-09-06 01:09:48 +02:00
6f6cd7fc55 Event and target key. 2025-09-06 01:09:36 +02:00
bd9665c67d feat(romero): translations, closes #97 2025-09-06 00:59:58 +02:00
8746be31c4 feat(frontal): clarify the item is a light 2025-09-06 00:50:23 +02:00
dd16a02508 fix(i18n): recovered lost translations 2025-09-06 00:36:18 +02:00
8fed526fd2 feat(outline): outline targets when using item and pressing shift key 2025-09-06 00:14:17 +02:00
7a113bf151 Merge branch 'main' of git.fosil.eu:gymkhana/gymkhana 2025-09-05 23:00:16 +02:00
b6e148c2ef One time lentejas 2025-09-05 23:00:04 +02:00
80c19824a0 Inventory hover texture 2025-09-05 22:59:38 +02:00
7cdb0f5028 fix(carton): i18n 2025-09-05 22:40:26 +02:00
19f4f57987 fix(patata): make one patata bigger, closes #120 2025-09-05 21:34:35 +02:00
cbc4eb0181 feat(cleanup): delete talking heads 2025-09-05 21:07:29 +02:00
777dafffab feat(lentejas): dialogs, closes #98 2025-09-05 21:01:22 +02:00
86ed25c512 feat(economica): dialogs, closes #99 2025-09-05 20:42:38 +02:00
37ab5a4511 feat(fregaderos): dialogs, closes #101 2025-09-05 20:04:11 +02:00
a38774b4de Fix inventory hover texture. closes #121 2025-09-05 19:43:12 +02:00
23188c463f fix(cocina): join bol and peso 2025-09-05 19:04:37 +02:00
5f9ede68c2 fix(best joke ever): bread is speaking 2025-09-05 18:56:26 +02:00
c9d090dab8 fixes #119 2025-09-05 18:49:33 +02:00
0993fdb8d6 re-fixes #117 2025-09-05 18:49:33 +02:00
02c1b28580 fix(cocina): translations 2025-09-05 18:07:15 +02:00
86ad5965c2 Coger patata debajo sofa. Fixes #114 2025-09-05 18:01:43 +02:00
15ee1e3ba2 missing variable. Fixes #117 2025-09-05 18:01:43 +02:00
ddbcf5581e fix(esc): closes 115 2025-09-05 17:44:21 +02:00
b588754f07 fix(uid): fix uids in oier and eneko scenes to avoid warnings 2025-09-03 20:51:35 +02:00
166da8ba8e fix(import): wrong uid in tres files 2025-09-02 23:20:38 +02:00
eaf16df0c2 fix(ItemComponent): avoid warning loading project 2025-09-02 23:09:53 +02:00
c91589ec89 fix(game.gd): if using an item cancel action on click on bg, fixes #116 2025-09-02 13:25:35 +02:00
2c42dff6e5 fix(action_manager): use items, closes #111 2025-09-02 12:47:34 +02:00
4fcc62e176 Unpause dev progress but show pause menu. Fixes #112 2025-09-02 02:54:47 +02:00
a7aab5dfb5 fix: add debug/perform_script_analysis_at_runtime setting to project.godot 2025-08-04 13:34:11 +02:00
b57f56eb9f fix: apply changes to esc_action_manager.gd from escoria-demo-game 2025-08-04 12:12:42 +02:00
97a57d5f3f Merge branch 'gymkhana/escoria4-di' 2025-04-03 17:39:24 +02:00
3676c0ca08 fix: avoid crash picking madera and cuchillo 2025-03-30 05:35:21 +02:00
4a1025a43b fix: avoid crash taking cocina_patata and going to despensa 2025-03-30 05:13:52 +02:00
1d23db63c4 fix(say_last_dialog_option): closes #104 2025-03-30 04:17:19 +02:00
2bb1fa5b31 Merge branch 'gymkhana/escoria4' of git.fosil.eu:gymkhana/gymkhana into gymkhana/escoria4 2025-03-30 04:16:12 +02:00
e8d929bab7 DI proposal 2025-03-30 04:15:04 +02:00
c08e04f00b Click on bg resets icon cursor. 2025-03-30 04:13:30 +02:00
afb3fc9230 fix(eneko): action2 dialog was crashing 2025-03-30 04:05:43 +02:00
33e4c4c8f7 fix(save): post-intro, requires demo fork 2025-03-30 03:33:17 +02:00
b4dc4691e6 Fixed dialog position. Closes #105 2025-03-30 01:08:57 +01:00
07f2b3b76d fix(godot4): update simple_dialog 2025-03-29 20:28:45 +01:00
82dd13b017 fix(escoria4): show menu 2025-03-11 15:39:50 +01:00
0a859038bf feat(escoria4): update overrided InventoryItem and delete overrided ObjectManager 2025-03-11 12:38:54 +01:00
0fb120466b feat(escoria4): upgraded project to Godot 4.4 2025-03-11 12:29:32 +01:00
9cbf8d17b2 Squashed commit of the following:
commit 2a7c5f745e8d73bd16126aa4714a3b25414c4079
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 23 02:36:24 2025 +0100

    Tooltips cocina delante

commit 4dbdf3979ca0f9cfee281aa420755f27bee966b3
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 23 02:33:22 2025 +0100

    Tooltips cocina

commit 57b542420427d2fa1eb3cb74e16188ecb3838710
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 23 02:20:48 2025 +0100

    tooltips cocina detras

commit 6084757ad3fdb19a784153a4d8b86f8334f02e1e
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 23 02:19:08 2025 +0100

    Tooltips despensa

commit 504a48b5cdf191661c8edde21caa228216719952
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 23 02:14:18 2025 +0100

    Invetory target tooltips

commit 2d01a8244646a4a94eb1ef18af27c9141c513dbe
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 23 02:02:07 2025 +0100

    More tooltips

commit 6885a4e543b0e33f90e734d9ce745291e444c617
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 23 01:53:44 2025 +0100

    Common tooltips and some others
2025-02-23 02:37:35 +01:00
b377f06be0 makes tooltips visible again 2025-02-23 01:27:40 +01:00
0e9bb9d2c7 Libro cocina tooltip fix 2025-02-10 00:18:00 +01:00
d666c9e469 more esc fixes 2025-02-10 00:01:16 +01:00
21647df329 Tutorial variable fix 2025-02-09 23:53:57 +01:00
d706383011 Now with inventory 2025-02-09 23:53:21 +01:00
ad92def20b Now with subtitles 2025-02-09 20:53:04 +01:00
4f1e647d56 Ground hog day tutorial 2025-02-08 05:33:04 +01:00
18cf6822e7 fix cocina start locations 2025-02-08 05:24:46 +01:00
d18a9ed102 undo fix 2025-02-08 05:19:17 +01:00
cac9055f64 Port: creditos 2025-02-08 05:17:11 +01:00
c800f04092 Port: despensa & cocina_detras esc and i18n 2025-02-08 05:09:46 +01:00
6c772da846 Squashed commit of the following:
commit f4e15f11cb99e3ecf97240a57ac407edccd8aabf
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sat Feb 8 03:23:33 2025 +0100

    Doable tutorial

commit a58fc407bbb248a11a3481607b186e16a58b44c7
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Fri Feb 7 14:56:29 2025 +0100

    items cocina

commit 764abca24270ad109306a6713c9029400544e487
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Fri Feb 7 13:40:01 2025 +0100

    Intro done

commit e16d1f69e3324f6cc3cb5fb1ba9d1444be92d47e
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Fri Feb 7 13:23:41 2025 +0100

    Skip dialog fix

commit 8350683785263c3fd037e6484143ef4c43c5ace9
Merge: b968ec4 21cb204
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Fri Feb 7 13:04:41 2025 +0100

    Merge branch 'gymkhana/escoria4' into gymkhana/escoria4-eneko-smoking-port

commit b968ec4d7c9e282cfd4bcdd048b3aa252981dedb
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Tue Feb 4 20:46:43 2025 +0100

    csv fix

commit 7ba00276b50f60e4b3e2b47303fdec12ac195767
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Tue Feb 4 00:08:48 2025 +0100

    translation keys

commit 127f0732bdfbb28e887609ec992e2fbd1b87bc87
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 2 09:41:29 2025 +0100

    pegatinas

commit 3ad3b05c3ec5d40172259acd430a7798f71da541
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Sun Feb 2 09:17:23 2025 +0100

    eneko dialogs

commit 97b5a69bc0385a5cecd17af48eaf2e45d5fd88f8
Merge: b641ae0 a03bed7
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Wed Jan 29 00:19:38 2025 +0100

    Merge branch 'gymkhana/escoria4' into gymkhana/escoria4-eneko-smoking-port

commit b641ae0da451647bf55888fea5421e4c9463c49c
Merge: 0d75ea8 aaa3953
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Mon Jan 27 17:21:38 2025 +0100

    Merge branch 'gymkhana/escoria4' into gymkhana/escoria4-eneko-smoking-port

commit 0d75ea8a44ff76b1ad6650f5acec2024a9a55685
Author: Oier Bravo Urtasun <oierbravo@gmail.com>
Date:   Mon Jan 27 17:18:41 2025 +0100

    wip
2025-02-08 03:24:28 +01:00
21cb204d9a feat(escoria4): port peso 2025-02-07 00:05:08 +01:00
757792a76b feat(escoria4): port jarra, jarra_volcada, pan, patata, puerta_delante and puerta_detras 2025-02-05 23:54:31 +01:00
5cb741d8a7 fix(config): use compatibility renderer only in editor 2025-02-04 23:46:51 +01:00
d624bda258 feat(escoria4): ported fregadero der and izq 2025-01-29 23:31:58 +01:00
a03bed73d7 feat(escoria4): ported cuchillos, debajo_sofa and economica 2025-01-29 00:07:18 +01:00
9a124830c5 feat(escoria4): port cocina and cocina_gas 2025-01-27 23:53:41 +01:00
aaa3953b9c fix(rtmi-dialog-simple): say command was blocking game state 2025-01-26 23:38:25 +01:00
6521b2f807 feat: port ESCActionManagerMonkey 2025-01-26 19:04:51 +01:00
a996af25cb fix: global declaration in cocina_delante.esc 2025-01-25 23:07:04 +01:00
09b02a210a fix: port some esc files 2025-01-25 19:56:44 +01:00
93ee35362b fix(project.godot): enable translations with [internationalization]
fix(file structure): fix escoria-core symlink
2025-01-25 19:10:28 +01:00
95b7a8aa2a merge fix 2025-01-24 01:06:21 +01:00
42bae89496 Added Tabs indentation for ESC files 2025-01-24 01:01:37 +01:00
f538ab07b6 Port: cocina delante 2025-01-24 01:01:37 +01:00
137d696a21 fix(ItemWithTooltip): call super._ready() on _ready() 2025-01-23 23:56:18 +01:00
5a5f5466f0 fix(action_defaults): required tab 2025-01-23 23:28:23 +01:00
54c6ff85c8 Port: action default ESC and translation 2025-01-22 23:30:40 +01:00
351060c697 bugfix(rtmi-ui): rtmi's inventory calls to super._ready() on _ready() 2025-01-22 23:21:43 +01:00
ee81ffa5fd Port: It works! 2025-01-22 00:41:13 +01:00
061c7b1e03 Port: full rtmi-ui plugin 2025-01-22 00:26:24 +01:00
3b2c4855d8 Port: item_outline 2025-01-21 23:38:27 +01:00
a8be2672d1 Port: GymkhanaAutoload 2025-01-21 23:38:05 +01:00
a8c527c3e4 feat: ported escoria-ui-return-monkey-island-dialog-simple 2025-01-20 23:30:12 +01:00
f34f96e87f feat(godot4): project automatic upgrade from godot 3 to 4 2025-01-19 01:05:35 +01:00
c6e768f18e version bump 2024-11-14 23:43:23 +01:00
9fd73fe5e3 velocidad del texto 2024-11-14 23:41:58 +01:00
e269ff97a0 Añade Eneko no quiere mechero sin gas, closes #87 2024-11-13 20:54:48 +01:00
e9aee74c2b Añade accion al bol con la fregadera, closes #869 2024-11-13 20:42:42 +01:00
b619a4c126 feat(intro): force 3,4,5,6 options in dialog 2024-11-13 19:24:03 +01:00
d80e3d4b36 Debug shortcuts: loadgame, new game without intro 2024-11-13 01:28:04 +01:00
7905433217 Cocina fantasma, closes #91 2024-11-13 00:40:00 +01:00
53f730960b Despensa salida más grande, closes #92 2024-11-13 00:06:21 +01:00
64c28e0387 feat(credits): add music 2024-11-12 23:06:24 +01:00
36457cf3f9 fix(cuerno): si la comida está lista no dejar tocar el cuerno hasta que eneko la cate 2024-11-12 22:54:37 +01:00
c7079bfc08 feat(credits): enable music volume, closes #89 2024-11-12 19:36:05 +01:00
bde4587c76 fix: resolve git conflict in cebolla_izq 2024-11-12 19:10:10 +01:00
8d9c3523d2 builds 2024-11-12 00:23:34 +01:00
aa6fc435c5 fixes & refixes 2024-11-09 01:08:46 +01:00
d0ea96d261 fixed Frontal infinito 2024-11-03 18:44:48 +01:00
d958a2934d Ni pan ni agua en el tutorial 2024-11-03 18:39:47 +01:00
5f4914d30e ebru camera credits closes #62 2024-11-03 01:19:18 +01:00
4be604b1d4 Habla solo cuando te toca 2024-11-03 01:14:12 +01:00
a4050ad8c1 fix(credits): typo 2024-11-03 01:10:01 +01:00
1b2c65086d remove dialog tip 2024-11-03 01:07:37 +01:00
7846dd082f feat(credits): changes 2024-11-03 01:05:47 +01:00
047fe53533 now we speak 2024-11-03 00:44:42 +01:00
b83a46b820 remove unused script 2024-11-03 00:26:04 +01:00
94d44153a6 uli productions 2024-11-03 00:26:04 +01:00
27badc4b67 feat(cocina_detras): parece que veo a Mikel, closes #83 2024-11-03 00:21:22 +01:00
2bf4e069c3 Closes #84 2024-11-02 23:35:34 +01:00
a0ba8c827c Amenazas hasta el infinito 2024-11-02 23:30:32 +01:00
3aa4661781 fixes #33 2024-11-02 23:29:11 +01:00
963ca95f59 enable savegame 2024-11-02 22:59:07 +01:00
7db2491c7d hide dialogs 2024-11-02 22:58:42 +01:00
b5d57bd2e3 Disable hover stack 2024-11-02 22:58:42 +01:00
bcf185231d fix(patata): added object-manager override. Solves #82 2024-11-02 22:45:24 +01:00
d4f9cdb48f Savegame disable buttons setting 2024-11-02 22:24:41 +01:00
220c390597 Dancing animations, some glitch fixed 2024-11-02 21:39:16 +01:00
6cfa1d1a05 feat(intro): added Uliwood presents 2024-11-02 18:31:14 +01:00
416d208ab5 fix: underscore before unused argument 2024-11-02 18:10:52 +01:00
b2673e71ac feat(story): el pan que habla 2024-11-02 17:44:05 +01:00
d4506ab174 Video export readme 2024-11-02 14:03:09 +01:00
346472df17 issue/42-oier-amenaza-con-el-cuchillo-a-eneko (#73)
Oier amenaza con cuchillo
Co-authored-by: oier <oierbravo@gmail.com>
Co-committed-by: oier <oierbravo@gmail.com>
2024-11-02 13:59:54 +01:00
39d0d2f1e9 vscode settings ignore 2024-11-02 01:00:58 +01:00
f142ea1b5d adds game over credits (#74)
## Changes
- Adds game over credits

Reviewed-on: #74
Reviewed-by: Eneko Nieto <eneko@eneko.ovh>
Co-authored-by: oier <oierbravo@gmail.com>
Co-committed-by: oier <oierbravo@gmail.com>
2024-11-02 00:59:37 +01:00
62e07c83fe feat(dialog): show tip to speed up dialogs 2024-11-01 22:59:08 +01:00
dc3fb56053 Disable actions workflow 2024-10-30 22:47:01 +01:00
1241cf9c09 fix(video player): hide inventory when playing videos, closes #72
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2024-10-29 22:15:53 +01:00
267d7fd569 more workflow
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2024-10-27 08:08:33 +01:00
05fd08acc3 more workflow
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2024-10-27 08:03:00 +01:00
8ec9c4c4f2 more workflow
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2024-10-27 08:02:04 +01:00
531731a5fd workflow things
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2024-10-27 06:40:47 +01:00
0eb91db3a5 release things
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2024-10-27 05:12:02 +01:00
d29e128afe change branch
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2024-10-27 04:59:29 +01:00
a866a6b7cf add build action workflow 2024-10-27 04:58:12 +01:00
068c4c982c feat: take sticker if Eneko is away 2024-10-25 23:24:07 +02:00
6255c6cef2 feat(eneko): new dialog options 2024-10-25 19:09:35 +02:00
f6d5e50811 more dialogue cleanup 2024-08-29 13:22:55 +02:00
3304b5ead4 fix: bombona and caja_herramientas cleanup 2024-08-29 12:55:02 +02:00
18529f8e29 fix(export): closes #57 2024-08-26 00:36:02 +02:00
b42adccace fix(inventory): show/hide inventory on hide/show menu 2024-08-25 17:54:24 +02:00
80c6ba277b fix(cocina_delante): move position 1 pixel 2024-08-25 17:19:46 +02:00
c58ff4a06b fix(cocina_delante): fix camera limits 2024-08-25 13:10:34 +02:00
26328155df fix(godot3.6): fixed inventory background 2024-08-25 12:28:35 +02:00
3d3e7220ec Added credits 2024-08-24 19:54:46 +02:00
bd48e7a619 feat: add some dialogs 2024-08-23 20:15:38 +02:00
8c6b360dea fix: misspells 2024-08-23 19:43:39 +02:00
f1e612f602 feat: guardar el bol y el peso después de echar las lentejas 2024-08-23 16:48:23 +02:00
5c7d3e7f3f fix: created turno_cocina_peso_usado, fixes #58 2024-08-23 16:19:13 +02:00
4a27efa9a8 fix(save): outdated save files deleted 2024-08-22 18:59:30 +02:00
eb2c2a6977 fix: replace turno_cocina_bol_inventario with turno_cocina_bol in saved games 2024-04-09 23:14:15 +02:00
15f88c8203 feat: speed up dialogs 2024-04-09 22:57:59 +02:00
073431e11e gas interactions 2024-04-09 22:28:19 +02:00
b0ff374dc1 fix disabled economica, removed wood > olla interaction 2024-04-09 22:28:19 +02:00
33e04e13e5 fix: delete unused turno_cocina_bol_inventario item 2024-04-09 22:16:28 +02:00
b6801b811f fix inventory after videos 2024-04-09 22:14:08 +02:00
f1ee9c5ed7 feat: block exits while Eneko is tasting the lentils 2024-03-23 22:59:23 +01:00
f73091268c feat: ya se puede tocar el cuerno 2024-03-22 22:47:31 +01:00
5125428b1f fix: merge duplicated custom_data in patata items 2024-03-21 22:39:48 +01:00
47161be549 Hide items for dialog chooser. Fixes #59 2024-03-20 23:43:20 +01:00
4bfea61e3d hide dialog chooser & floating when paused. Fixes #53 2024-03-19 00:33:00 +01:00
89fa3a28d6 skip button tooltip 2024-03-19 00:13:15 +01:00
34131da469 Tooltips bottom position. Closes #37 2024-03-17 23:40:21 +01:00
a123b5446f simplemouse to rtmi-ui 2024-03-17 21:21:58 +01:00
d2ba565140 some fixes 2024-03-17 21:18:51 +01:00
d7a65133f7 fix: esclocation for ajo 2024-03-17 20:10:33 +01:00
9f9cebeda9 Merge branch 'custom-data-components' 2024-03-17 20:03:34 +01:00
e56b3149c8 outline fix 2024-03-17 20:02:52 +01:00
19ef4704d4 Custom data tooltip, Tooltip manager, Gymkhana autoload 2024-03-17 19:48:58 +01:00
ffd09bf308 fix: replace mp4 with ogv in video paths 2024-03-17 19:44:30 +01:00
68ff21c0f2 fix: fix savegame 05 2024-03-17 19:18:26 +01:00
48e4f693d7 feat: deleted game folder 2024-03-17 18:42:58 +01:00
e341aadc66 feat: commented New game without intro menu option 2024-03-17 18:14:38 +01:00
559cb294f2 fix: fixed save games 2024-03-17 17:40:24 +01:00
eed5e64a53 feat: save game system is working! 2024-03-03 19:32:30 +01:00
96ff7ea842 fix: use '_COUNT_' as prefix for count manager globals instead of 'count/' 2024-02-14 23:25:57 +01:00
55a473d40c fix: project.godot for savegame branch 2024-02-13 22:54:19 +01:00
4809a22c71 logo update 2024-02-13 00:13:40 +01:00
5a86567a97 fix merge 2024-02-13 00:12:22 +01:00
30d3f0bc69 Merge branch 'main' of git.fosil.eu:gymkhana/gymkhana 2024-02-13 00:11:09 +01:00
277dc9e10a clean up 2024-02-13 00:07:11 +01:00
a0225e9c4f relocate addons 2024-02-12 23:40:14 +01:00
b65b5806f5 relocate addons 2024-02-12 23:38:18 +01:00
f678fb7d5f Merge branch 'main' of git.fosil.eu:gymkhana/gymkhana 2024-02-12 23:24:59 +01:00
4b39b6e26f gymkhana logo menu 2024-02-12 23:23:33 +01:00
a8569b96f4 gymkhana logo menu 2024-02-12 23:22:33 +01:00
e262edb7ff merge gymkhana main 2024-02-12 23:09:32 +01:00
438270455f fix: intro dialog typo 2024-02-12 22:53:10 +01:00
6030adc6db Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2024-02-12 22:27:56 +01:00
b26823bbeb fix: remove saves from gitignore 2024-02-12 21:30:48 +01:00
803d5ff71d fix cuerno en intro 2024-02-11 22:29:32 +01:00
f3d067054c Now with SubtitleVision 2024-02-11 19:35:40 +01:00
20940e566c Menu con batido de regalo 2024-02-11 18:29:46 +01:00
e33601f081 eneko speak animation mini clean up 2024-02-11 18:15:40 +01:00
bcc9a97205 eneko animation mini clean up 2024-02-10 23:20:55 +01:00
51d062e734 the sound of silence, closes #43 2024-02-10 22:58:33 +01:00
c36ad18989 The sound of water 2024-02-10 22:25:27 +01:00
815df6a67a Tooltip margin. Fixes #37 2024-02-10 20:44:26 +01:00
396db338cf Smoke on the water. Closes #38 2024-02-10 20:23:51 +01:00
8f9e8680b3 more missing carton 2024-02-10 17:34:23 +01:00
cd285d24f4 Rearranged init video. Fixes #47 2024-02-10 17:23:07 +01:00
0d6c98f852 fix missing carton 2024-02-10 17:21:45 +01:00
1e2eb6bd98 cocina depth fix 2024-02-10 17:00:35 +01:00
089c19d95f trampa y carton 2024-02-10 16:42:21 +01:00
5957f1db64 horn of cenarius 2024-02-10 01:51:48 +01:00
fdcf425425 🎉Zorionak eneko!🎉 2024-02-08 23:45:43 +01:00
83d7aac5ee feat: delete addons folder and use link to external folder 2024-02-08 00:12:27 +01:00
1bb1fd9b5a feat: cuerno cutremente puesto en la cocina 2024-02-07 00:01:44 +01:00
4389701319 fix: small fixes 2024-02-05 23:12:45 +01:00
03d78da002 el pan que habla 2024-02-05 22:38:46 +01:00
30dbbf437d video intro estabilizado 2024-02-05 20:29:54 +01:00
bcc43712cf feat: intro scene finished 2024-02-04 23:53:35 +01:00
3d6545ad79 Disable items in cocina intro. PENDING RE-ENABLING THEM! 2024-01-28 14:17:59 +01:00
d7d97d1440 Merge branch 'gymkhana/hide-toolips-when-dialog-choose' into gymkhana/main 2024-01-28 14:08:46 +01:00
e4d58dbd1c tooltips only when interactive 2024-01-28 14:08:10 +01:00
d07b3fc4b2 tooltip cleanup 2024-01-28 13:49:48 +01:00
83c8b2e6be Intro cocina 2024-01-28 13:11:36 +01:00
ca87c01104 fix scroll 2024-01-28 13:01:29 +01:00
d388616668 Skip videos 2024-01-28 12:57:22 +01:00
bf639419d1 intro 2024-01-28 12:13:17 +01:00
f69a7d071b jersey verde 2024-01-28 11:51:38 +01:00
356ddde0a4 feat: videos! 2024-01-27 19:47:48 +01:00
7eefcba2f4 imagen carton 2024-01-27 01:14:44 +01:00
8ca06c0345 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2024-01-27 01:13:24 +01:00
2e10ae13da Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2024-01-27 01:12:31 +01:00
854cba768c fix: eneko leña dialog 2024-01-27 00:51:39 +01:00
393afb4a83 animacion gas 2024-01-27 00:38:26 +01:00
f0c61093e3 feat: encender la economica 2024-01-27 00:37:50 +01:00
8ea9b4602a dialog chooser size 2024-01-27 00:01:55 +01:00
6806956a73 apaño economica 2024-01-26 23:52:25 +01:00
cc398f2ae8 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2024-01-26 23:35:22 +01:00
04272190f5 ajo y eneko catador 2024-01-26 23:35:03 +01:00
a938b5d38c feat: encender cocina de gas 2024-01-26 23:15:20 +01:00
c62f42f4f6 feat: mechero en silla 2024-01-26 22:40:42 +01:00
09269a28d6 Leñeros lejanos 2024-01-26 22:00:41 +01:00
5e47ade5ba feat: character dialog colors 2023-11-14 23:26:48 +01:00
edac94e5b0 fix: outline de la económica 2023-11-14 23:16:13 +01:00
ea0a232732 fix: adjust inventory size 2023-11-14 00:05:04 +01:00
33895e8ec0 feat:leña en la económica 2023-11-13 23:37:05 +01:00
8396487246 feat:leña en la económica 2023-11-13 23:32:27 +01:00
b6761cc828 fix:texts 2023-11-11 00:13:09 +01:00
a2f26f7306 feat: eneko sabe kung fu 2023-11-11 00:05:02 +01:00
b752b1aef4 feat: la fruntal de mi abuelo 2023-11-10 23:35:57 +01:00
220a180a0a Smaller logo 2023-11-01 00:00:48 +01:00
6a358943e2 logo 2023-10-31 23:38:29 +01:00
9ee8daccdd fixes 2023-10-31 23:04:22 +01:00
05cf4407ee Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-10-31 22:18:06 +01:00
923a40c8f1 Big patata, little patata 2023-10-31 00:17:24 +01:00
72dd717df1 basic recipe, missing ingredients, bigger collisions and.... The secret **********. 2023-10-31 00:10:21 +01:00
f0347fa6d8 Highlitght only when actions are present. 2023-10-29 23:50:29 +01:00
68f68357a6 feat: potatoes! 2023-10-26 23:43:36 +02:00
8138d3055b bugfix: ItemOutline crashing 2023-10-26 22:54:30 +02:00
9c0af41ddd feat: turno_cocina_madera 2023-10-25 00:10:04 +02:00
bc0894573f feat: more intro dialog! 2023-10-23 00:13:15 +02:00
7a03853106 fix: enable first dialog again 2023-10-22 23:17:39 +02:00
11984b506d feat: move intro song beginning to end 2023-10-22 23:16:50 +02:00
8379e71713 bugfix: option dialog scrollbar 2023-10-22 22:56:14 +02:00
fd3a648161 fix(dialogs): use default text for dialog options if text is untranslated 2023-10-20 21:34:34 +02:00
876a19b932 feat: intro dialog 2023-10-18 00:06:57 +02:00
0c734c6998 bugfix: delete report_errors calls 2023-10-16 22:11:51 +02:00
aeacaa09cd bugfix: delete report_errors calls 2023-10-16 22:11:22 +02:00
ca1a0fd73b bugfix: cut big potato out of kitchen 2023-10-16 21:30:24 +02:00
cacdc03ab0 fregaderos Location fix 2023-10-14 16:03:19 +02:00
38fb731c87 Smaller item cursor 2023-10-14 16:02:11 +02:00
d649a7f4a8 Se nos viene la olla 2023-10-13 03:14:34 +02:00
d12028a24c feat: dialog for first alfa preview 2023-10-13 02:48:12 +02:00
3e0d68cb5c Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-10-13 02:41:53 +02:00
275458a8a4 feat: say_last_dialog_option command 2023-10-13 02:41:43 +02:00
Urtzi Arostegui
ea5ad7dd8d imagenes olla 2023-10-12 18:47:25 +02:00
937e0fd8d3 Item cleanup 2023-10-10 23:28:06 +02:00
fd77e04cba tooltip cleanup 2023-10-08 05:11:29 +02:00
574fa5941b Tooltip offset for action3 & action4. #17 2023-10-08 04:44:40 +02:00
5d50f3e188 Auto set_active(false) for inventory items component 2023-10-08 03:44:21 +02:00
cdf85cd1c5 Outline item component 2023-10-08 03:26:31 +02:00
e6de1f1323 Fix: tried to fix compiling errors in esc_item_with_tooltip.gd 2023-10-07 23:38:56 +02:00
d4643568c4 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-10-06 00:11:39 +02:00
d1fc5995d4 feat: Oier does not speak to Eneko at startup, now the game has no story and is very boring
fix: remember picked items to avoid appering in scene again
fix: counting potatoes
2023-10-06 00:08:33 +02:00
2787adb648 one component to rule them all 2023-10-05 22:41:54 +02:00
dffda5cce3 mini audio loop fix 2023-10-05 22:40:53 +02:00
a857d326ce Do you hear it? 2023-10-05 00:43:17 +02:00
ef05793d1d Dialog position & darker background 2023-10-05 00:02:37 +02:00
824980ab0f Cuchillo & Romero 2023-10-04 23:56:11 +02:00
157f20b0e8 feat: now oier talks to eneko on init, making the developing experience more frustating!
bugfix: initial location in cocina and cocina_delante
2023-10-03 23:55:51 +02:00
c25cfd0061 bugfix: avoid replaying cutscene 2023-10-03 23:25:11 +02:00
0294394542 Deleted *.translation files 2023-09-28 00:18:54 +02:00
f04736e943 padding 2023-09-27 23:59:55 +02:00
c0a52682d8 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-09-26 23:40:55 +02:00
3c623156bc room clean up 2023-09-26 03:17:22 +02:00
72fa2931bf room clean up 2023-09-26 03:03:30 +02:00
6e1fe599f2 first background music 2023-09-26 02:41:52 +02:00
a776252bb7 sequences, random & global variables 2023-09-26 02:18:24 +02:00
9c4df0d4d7 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-09-26 00:48:44 +02:00
401de66a9f cursor fix 2023-09-26 00:48:27 +02:00
2d32f4b312 Localization (#15)
## Changes (escoria-core)
> Pending to do a PR to the core.
- Added `es` langcode with the corresponding flag image.
- Translated literals for `es`

## Changes (gymkhana)
-  Added `turno_cocina` localization csv.
- Proof of concept for tooltips & dialogs.

## Notes
- For tooltips just use the literals. Godot will automatically search for a translation key first.
- For ESC just use `translation_key:"Default text"`

## How to test
- In the option menu ES should be selectable.
- The `frontal` item in the inventory should have the tooltips and the `say` command translated in `en`,`fr` and `es`.

Reviewed-on: #15
Co-authored-by: oier <oierbravo@gmail.com>
Co-committed-by: oier <oierbravo@gmail.com>
2023-09-26 00:13:55 +02:00
6cbd466f76 me corte con el cuchillo, XD 2023-09-25 23:49:48 +02:00
c307f2e5c6 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-09-25 23:07:20 +02:00
fec381dd1f Oier knows how to count potatoes! 2023-09-23 23:57:21 +02:00
c633ad511d Cutting the big potato 2023-09-22 23:49:22 +02:00
9705ca14a4 Center cursor on item combination 2023-09-22 22:39:06 +02:00
38dece6947 WIP 2023-09-22 00:50:03 +02:00
0b21813e77 gymkhana/item_count (#16)
Item can now be countable objects, like money, bullets or even potatoes!

Reviewed-on: #16
2023-09-22 00:10:02 +02:00
92bfd3bbc2 added sound library settings & command (#12)
## Changes
- Added file base simple sound library
- Added base UI settings and sound library settings
- Added `play_lib_snd` command

## Notes
- The command accepts a namespace so we can leave common sound in the root folder and chapter specific sounds in its own folder

## How to test
- Run the game
- All the door sounds should play as normal.

Reviewed-on: #12
Co-authored-by: oier <oierbravo@gmail.com>
Co-committed-by: oier <oierbravo@gmail.com>
2023-09-21 00:38:12 +02:00
ebbaec2abf Merge pull request 'video player feature' (#11) from gymkhana/video-player into gymkhana/main
Reviewed-on: #11
2023-09-18 22:47:47 +02:00
d309c9fb88 video player feature 2023-09-17 02:10:20 +02:00
5f15bca474 menu icon, F3 key to show room selector 2023-09-16 21:09:06 +02:00
8674ffffa4 menu to the top right position 2023-09-16 19:13:02 +02:00
1394861ee7 missing tooltip update 2023-09-16 19:12:46 +02:00
34d8747643 cocina -> cocina_delante spawn point fix 2023-09-16 16:45:10 +02:00
1727cbe63e Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-09-16 16:43:12 +02:00
2fdbdaaa6a unified tooltips as dictionary (#8)
## Changes
- From one variable for each tooltip to dictionary
- Should not break the game.

## How to test
- Run game
- In `cocina_delante` every tooltip yould appear as always.
- The rest of the rooms/items appear without tooltip.

## Side effects
- `set_tooltip` ESC command doesn't work untill `tooltip` is set to the in the new way. It changes the tooltip to every object without the new tooltip.
- Should be gone when we update every object.

Reviewed-on: #8
Co-authored-by: oier <oierbravo@gmail.com>
Co-committed-by: oier <oierbravo@gmail.com>
2023-09-16 15:56:20 +02:00
344408f23c replaced inventory bg with colored polygon 2023-09-16 14:45:49 +02:00
ef82e45e10 Avoid name collision between highlight variable and function 2023-09-14 22:54:31 +02:00
81dbb521b7 Walking in the start 2023-09-04 23:19:01 +02:00
fc4f4ed8d5 inventory ui texture 2023-09-04 22:42:35 +02:00
36651bf490 pull request template 2023-09-04 19:58:17 +02:00
0d5c490a9f more changes to the dialog manager 2023-08-28 22:29:35 +02:00
049d18327f Death to the Godot editor! long life to *VSX* 2023-08-28 18:19:17 +02:00
2618b52008 Item Highlight with shift key 2023-08-28 17:22:51 +02:00
59384da8ac simple dialog plugin naming changed to avoid collision with the core 2023-08-28 16:57:21 +02:00
5949f0713b Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-28 16:44:47 +02:00
c4e732701f dialog simple plugin updated & enabled 2023-08-28 16:38:02 +02:00
7900f2a464 Remove not unicode char 2023-08-28 00:12:33 +02:00
0ad2605b65 Remove not unicode char 2023-08-28 00:11:01 +02:00
0a1e8e4d7c Merge pull request 'Command: set_tooltip' (#6) from gymkhana/command-set-tooltip into gymkhana/main
Reviewed-on: #6
2023-08-27 19:39:10 +02:00
2cc01f0326 fix highlight 2023-08-27 18:02:59 +02:00
9015186b5a item highlight, cambio de estrategia. 2023-08-27 17:17:10 +02:00
c20964a17c set_tooltip esc command 2023-08-27 16:37:43 +02:00
bc2ce9dbf6 bugfix frontal 2023-08-27 04:28:32 +02:00
494af4dd0e soniditos 2023-08-27 04:26:22 +02:00
0a748b63d0 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-27 04:09:06 +02:00
d1e467651e eneko fuma 2023-08-27 04:09:02 +02:00
ceb6dd1244 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-27 04:02:26 +02:00
42e504f5b2 eneko fuma 2023-08-27 04:02:16 +02:00
50ccb0f25b Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-27 03:31:27 +02:00
beb244a01e cocina frontal-patata 2023-08-27 03:31:18 +02:00
1a159efa20 eneko 2023-08-27 03:08:32 +02:00
e6f4beeab6 bol sin peso + lentejas 2023-08-27 02:42:59 +02:00
a6408ffc1a Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-27 02:19:18 +02:00
73b2a8be5d bol+lentejas 2023-08-27 02:19:04 +02:00
c83015309a non interactive player, despensa item locations 2023-08-27 02:17:15 +02:00
1ee9c339db peso+bol 2023-08-27 01:35:14 +02:00
fa08453e65 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-27 01:34:56 +02:00
85062ea912 Item Outline, despensa 2023-08-27 01:34:50 +02:00
b30dcbc29d cocina_peso 2023-08-27 00:47:13 +02:00
3cbc77f308 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-26 20:49:41 +02:00
4a5db47371 bg sin peso 2023-08-26 20:48:27 +02:00
19d38e5e1c start with frontal 2023-08-26 20:00:57 +02:00
b8bf76241f cocina camera limits 2023-08-26 19:41:08 +02:00
982ca1812c columna cocina detras 2023-08-26 19:38:35 +02:00
ad4f4fdc94 disabled workflow 2023-08-26 19:15:56 +02:00
552affc1d7 hay speed en la cocina
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2023-08-26 19:14:23 +02:00
8f5627d41e cocina depth
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2023-08-26 19:07:21 +02:00
6e7a5e82a7 cocina delante depth
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2023-08-26 18:02:31 +02:00
64a362f384 connect rooms
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2023-08-26 17:01:55 +02:00
916c4003be max 128 inventory images
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2023-08-26 16:56:57 +02:00
a3cb90b96b workflows
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a3633ddd3b release workflow
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17911fa1b5 release workflow
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f80d717388 release workflow
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2023-08-26 16:06:20 +02:00
4ef6ac6d6e release workflow 2023-08-26 15:53:12 +02:00
1f36dd5ad6 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main
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2023-08-26 15:40:05 +02:00
51368502c2 📦 Action start 2023-08-26 15:39:54 +02:00
fcabc37482 cocina detras -> cocina 2023-08-26 02:08:33 +02:00
774aab70eb added cocina_detras room 2023-08-26 01:58:02 +02:00
2eab18d7e8 tooltips fix 2023-08-26 01:24:37 +02:00
08f7596bc1 despensa 2023-08-26 01:24:27 +02:00
4e33628a20 pruebas usar 2023-08-25 23:54:20 +02:00
7e2f3131ae Added cocina room 2023-08-25 23:47:12 +02:00
f3930ea69d Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-25 23:45:19 +02:00
c064a62a97 despensa 2023-08-25 23:45:11 +02:00
7306c62ebd added door to despensa 2023-08-25 23:00:59 +02:00
7d9aa7c808 deleted inventory button 2023-08-25 22:40:07 +02:00
c2471ad598 ignore mouse click on grey background 2023-08-25 22:32:12 +02:00
6956b60c5b ui: grey background 2023-08-25 22:04:12 +02:00
fae7e50a39 despensa 2023-08-25 22:00:40 +02:00
7169516f37 Merge branch 'gymkhana/main' of git.fosil.eu:gymkhana/gymkhana into gymkhana/main 2023-08-25 20:07:40 +02:00
f750eeced6 more item things 2023-08-25 20:07:31 +02:00
2102 changed files with 25562 additions and 50627 deletions

3
.editorconfig Normal file
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[*.esc]
indent_style = tab
indent_size = 2

47
.gdlintrc Normal file
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class-definitions-order:
- tools
- classnames
- extends
- docstrings
- signals
- enums
- consts
- staticvars
- exports
- pubvars
- prvvars
- onreadypubvars
- onreadyprvvars
- others
class-load-variable-name: (([A-Z][a-z0-9]*)+|_?[a-z][a-z0-9]*(_[a-z0-9]+)*)
class-name: ([A-Z][a-z0-9]*)+
class-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
comparison-with-itself: null
constant-name: _?[A-Z][A-Z0-9]*(_[A-Z0-9]+)*
disable: []
duplicated-load: null
enum-element-name: '[A-Z][A-Z0-9]*(_[A-Z0-9]+)*'
enum-name: ([A-Z][a-z0-9]*)+
excluded_directories: !!set
.git: null
expression-not-assigned: null
function-argument-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
function-arguments-number: 10
function-name: (_on_([A-Z][a-z0-9]*)+(_[a-z0-9]+)*|_?[a-z][a-z0-9]*(_[a-z0-9]+)*)
function-preload-variable-name: ([A-Z][a-z0-9]*)+
function-variable-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
load-constant-name: (([A-Z][a-z0-9]*)+|_?[A-Z][A-Z0-9]*(_[A-Z0-9]+)*)
loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
max-file-lines: 1000
max-line-length: 300
max-public-methods: 20
max-returns: 6
mixed-tabs-and-spaces: null
no-elif-return: null
no-else-return: null
signal-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
sub-class-name: _?([A-Z][a-z0-9]*)+
tab-characters: 1
trailing-whitespace: null
unnecessary-pass: null
unused-argument: null

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## Changes
## Notes
## How to test

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name: Gymkhana exports
run-name: ${{ gitea.actor }} is building Gymkhanikas 🚀
on:
push:
branches:
- 'release/*'
- '!main'
env:
GODOT_VERSION: 4.5
EXPORT_NAME: LasGymkhanikasDeUli
PROJECT_PATH: .
jobs:
all-exports:
name: All exports
runs-on: ubuntu-latest
container:
image: oierbravo/godot-ci-with-node:4.5
steps:
- name: Checkout
uses: actions/checkout@v4
with:
lfs: true
- name: Setup
run: |
git clone https://github.com/godot-escoria/escoria-demo-game $PROJECT_PATH/../escoria-demo-game
- name: Setup
run: |
mkdir -p $PROJECT_PATH/secret
echo ${{ secrets.APPWRITE_API_CFG }} > $PROJECT_PATH/secret/api.cfg
- name: All builds
run: |
./apply_patches.sh
./build.sh
- name: Upload Artifact
uses: akkuman/gitea-release-action@v1
with:
files: |
build/**/*.appimage
build/**/*.tar.gz
build/**/*.zip

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@@ -1,56 +0,0 @@
name: "Update API docs"
on:
push:
branches:
- "develop"
concurrency: api-${{ github.ref }}
jobs:
apidoc:
name: Update API docs
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v2
with:
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
repository: godot-escoria/escoria-demo-game
ref: "develop"
path: game
- name: "Checkout docs repo"
uses: actions/checkout@v2
with:
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
repository: godot-escoria/escoria-docs
ref: "devel"
fetch-depth: 0
path: docs
- name: Remove existing docs
run: |
mv docs/api/index.rst .
rm -rf docs/api/*
mv index.rst docs/api
- name: "Update docs"
uses: docker://gdquest/gdscript-docs-maker:1
with:
entrypoint: "bash"
args: "-c \"BASEDIR=$(pwd) && cd /app && ./generate_reference $BASEDIR/game -o $BASEDIR/docs/api -d addons/escoria-core\""
- name: "Update ESC reference"
run: |
apt update && apt install -y python3 python3-pip
pip3 install m2r2
cd docs
python3 extractesc.py
git status
- name: "Commit"
uses: EndBug/add-and-commit@v7.2.1
with:
add: '["api", "scripting/z_esc_reference.rst"]'
message: 'docs: Automatic update of API docs'
push: true
cwd: "docs"
branch: "devel"

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@@ -1,20 +0,0 @@
on:
release:
types:
- published
name: "Push to assetlib"
jobs:
publish:
runs-on: ubuntu-latest
name: "Publish new version to asset lib"
steps:
- name: Checkout
uses: actions/checkout@v2
- name: Godot Asset Lib
uses: deep-entertainment/godot-asset-lib-action@main
with:
username: escoria
password: ${{ secrets.ASSET_STORE_PASSWORD }}
assetId: 1080
approveDirectly: "true"

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@@ -1,71 +0,0 @@
name: "Fan out changes to distinct repositories"
on:
push:
branches:
- "main"
- "develop"
concurrency: fanout-${{ github.ref }}
jobs:
fanout:
strategy:
matrix:
parts:
- dir: "addons/escoria-core"
repo: "godot-escoria/escoria-core"
- dir: "addons/escoria-ui-simplemouse"
repo: "godot-escoria/escoria-ui-simplemouse"
- dir: "addons/escoria-ui-9verbs"
repo: "godot-escoria/escoria-ui-9verbs"
- dir: "addons/escoria-core"
repo: "godot-escoria/escoria-game-template"
- dir: "addons/escoria-dialog-simple"
repo: "godot-escoria/escoria-dialog-simple"
name: "Fanout ${{ matrix.parts.dir }} to ${{ matrix.parts.repo }}"
runs-on: "ubuntu-20.04"
env:
DIR: "${{matrix.parts.dir}}"
REPO: "${{matrix.parts.repo}}"
steps:
- name: "Configure git"
run: |
if ! git --version | grep 2.33 >/dev/null
then
sudo add-apt-repository ppa:git-core/ppa -y
sudo apt-get update
sudo apt-get install git -y
fi
- name: "Checkout"
uses: "actions/checkout@v3"
with:
repository: "godot-escoria/escoria-demo-game"
ref: "develop"
path: "demo-game"
token: "${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}"
fetch-depth: 0
- name: "Filtering out ${{ env.DIR }}"
run: |
curl -s https://raw.githubusercontent.com/newren/git-filter-repo/main/git-filter-repo -o git-filter-repo
chmod +x git-filter-repo
cd demo-game
git remote -v
../git-filter-repo --path $DIR --prune-empty auto --force
git clean -fd
git status
- name: "Checkout"
uses: "actions/checkout@v3"
with:
repository: "${{ env.REPO }}"
ref: "develop"
path: "target"
token: "${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}"
fetch-depth: 0
- name: "Apply changes"
run: |
cd target
git config --global user.email "contact@escoria-framework.org"
git config --global user.name "Escoria merge bot"
git pull ../demo-game develop --rebase
git push --force

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@@ -1,79 +0,0 @@
name: "Release new prerelease version"
on:
push:
branches:
- develop
jobs:
prerelease:
if: "github.event.head_commit.message != 'chore: storing version and changelog'"
name: Preparing release
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
with:
fetch-depth: 0
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
- name: Remove trailing whitespace
run: |
OUTPUT=$(find . -name "*.gd" -type f | xargs sed -i 's/[[:space:]]$//')
RC=$?
if [[ $RC -ne 0 ]] && [[ $RC -ne 128 ]]
then
echo $OUTPUT
exit $RC
fi
exit 0
- name: Calculate version
id: calculate_version
uses: mathieudutour/github-tag-action@v5.6
with:
github_token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
dry_run: true
pre_release_branches: "develop"
append_to_pre_release_tag: "alpha"
default_bump: "release"
custom_release_rules: "fix:prerelease,feat:prerelease"
- name: "Write changelog"
if: "steps.calculate_version.outputs.changelog != ''"
run: |
CHANGELOG=""
if [ -e CHANGELOG.md ]
then
CHANGELOG=$(cat CHANGELOG.md)
fi
echo -e "${{steps.calculate_version.outputs.changelog}}\n\n${CHANGELOG}" > CHANGELOG.md
- name: "Commit"
if: "steps.calculate_version.outputs.changelog != ''"
uses: EndBug/add-and-commit@v7.2.1
with:
message: "chore: storing version and changelog"
push: true
release:
if: "github.event.head_commit.message == 'chore: storing version and changelog'"
name: Release
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
with:
fetch-depth: 0
token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
- name: Create version
id: create_version
uses: mathieudutour/github-tag-action@v5.6
with:
github_token: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
dry_run: true
pre_release_branches: "develop"
append_to_pre_release_tag: "alpha"
default_bump: "release"
custom_release_rules: "fix:prerelease,feat:prerelease"
- name: Create a GitHub release
uses: actions/create-release@v1
env:
GITHUB_TOKEN: ${{ secrets.ESCORIA_DEPLOYMENT_TOKEN }}
with:
tag_name: ${{ steps.create_version.outputs.new_tag }}
release_name: ${{ steps.create_version.outputs.new_tag }}
body: ${{ steps.create_version.outputs.changelog }}

12
.gitignore vendored
View File

@@ -3,7 +3,6 @@ bin
.import
*.translation
.godot
saves/
# Local overrides to project.godot go in override.cfg.
/override.cfg
@@ -11,3 +10,14 @@ saves/
# Disable accidental changes to the default bus layout. If a change to this
# file is required, use git add --force
addons/escoria-core/default_bus_layout.tres
.idea/
# Optional Addons per environment.
addons/godot-plugin-refresher/
addons/script-ide/
build/
.env
# API credentials
secret/

9
.tmp
View File

@@ -1,9 +0,0 @@
:look
say player "It's a bottle."
stop
:pickup
inventory_add r9_bottle true
set_active r9_bottle_left false
set_active r9_bottle_middle false
set_active r9_bottle_right false

5
.vscode/settings.json vendored Normal file
View File

@@ -0,0 +1,5 @@
{
"editor.tabSize": 4,
"editor.insertSpaces": false,
"editor.detectIndentation": false
}

9
AUTHORS.md Normal file
View File

@@ -0,0 +1,9 @@
## Development
- Oier
- Eneko
## Collaborations
- Pico
- Miette
- Niko
- Urtzi

16
GYMKHANA.md Normal file
View File

@@ -0,0 +1,16 @@
# Gymkhana
> Las gymkhanikas de Uli
## ESC Commands
- `item_count_add item_id value`
- `play_lib_snd filename namespace`
- `play_video "res://file"`
- `set_tooltip object action text`
- `say_random player list_id lenght`
- Generates a global variable `{list_id}_count`
- `say_sequence player list_id lenght [loop]`
- Generates a global variable `{list_id}_current_index`
- Generates a global variable `{list_id}_count`
## Sounds
- ZOOM0046-1239-24s-loop.ogg -> music_loop

83
Itch_io_publishing.patch Normal file
View File

@@ -0,0 +1,83 @@
Subject: [PATCH] feat(deploy): Itch.io publishing. #203
---
Index: .gitea/workflows/push-release.yml
IDEA additional info:
Subsystem: com.intellij.openapi.diff.impl.patch.CharsetEP
<+>UTF-8
===================================================================
diff --git a/.gitea/workflows/push-release.yml b/.gitea/workflows/push-release.yml
--- a/.gitea/workflows/push-release.yml (revision 1c1f32e2aa839ccf963326d88f5f21bb3085ba1d)
+++ b/.gitea/workflows/push-release.yml (revision 8d2907c071001995b91dc6234ec511729fd49137)
@@ -34,16 +34,6 @@
files: |
build/**/*.appimage
build/**/*.tar.gz
- - name: Publish AMD to itch.io
- uses: yeslayla/butler-publish-itchio-action@master
- env:
- BUTLER_CREDENTIALS: ${{ secrets.BUTLER_API_KEY }}
- CHANNEL: linux
- PACKAGE: build/debug/amd64/*.appimage
- - name: Publish ARM to itch.io
- uses: yeslayla/butler-publish-itchio-action@master
- env:
- BUTLER_CREDENTIALS: ${{ secrets.BUTLER_API_KEY }}
- CHANNEL: linux
- PACKAGE: build/debug/arm64/*.appimage
- VERSION_FILE: build/version.txt
\ No newline at end of file
+ - name: Publishing
+ run: |
+ ./publish.sh
\ No newline at end of file
Index: bash_colors.sh
===================================================================
diff --git a/bash_colors.sh b/bash_colors.sh
new file mode 100644
--- /dev/null (revision 8d2907c071001995b91dc6234ec511729fd49137)
+++ b/bash_colors.sh (revision 8d2907c071001995b91dc6234ec511729fd49137)
@@ -0,0 +1,6 @@
+NOCOLOR='\033[0m' # No Color
+BLUE='\e[34m' # BrightBlue
+BOLD_BLUE='\033[1;94m' # BrightBlue
+GREEN='\e[49;32m' # Green
+ORANGE='\033[1;33m'
+RED='\033[1;31m'
\ No newline at end of file
Index: publish.sh
===================================================================
diff --git a/publish.sh b/publish.sh
new file mode 100644
--- /dev/null (revision 8d2907c071001995b91dc6234ec511729fd49137)
+++ b/publish.sh (revision 8d2907c071001995b91dc6234ec511729fd49137)
@@ -0,0 +1,29 @@
+#!/bin/bash
+source bash_colors.sh
+
+ITCHIO_ENABLED=true
+
+VERSION=`cat build/version.txt`
+echo -e "Publishing ${GREEN}v${VERSION}${NOCOLOR}"
+
+# Publish to Itch.io
+if [ "$ITCHIO_ENABLED" = true ] ; then
+ echo -e "${BLUE}Publishing to Itch.io${NOCOLOR}"
+ if ! command -v butler >/dev/null 2>&1
+ then
+ echo -e "${RED}butler could not be found. Aborting!${NOCOLOR}"
+ exit 1
+ fi
+
+
+
+ echo -e "${ORANGE}Publishing AMD64${NOCOLOR}"
+ butler push build/debug/amd64/LasGymkhanikasDeUli--debug.x86_64.appimage uliwood/las-gymkhanikas-de-uli-turno-cocina:linux-amd64 --userversion $VERSION
+
+ echo -e "${ORANGE}Publishing ARM64${NOCOLOR}"
+ butler push build/debug/arm64/LasGymkhanikasDeUli--debug.arm_64.appimage uliwood/las-gymkhanikas-de-uli-turno-cocina:linux-arm64 --userversion $VERSION
+
+
+ else
+ echo -e "${ORANGE}Itch.io not enabled.{NOCOLOR}"
+fi
\ No newline at end of file

View File

@@ -1,63 +1,35 @@
# Escoria Demo Game
# Las Gymkhanikas de Uli
![](https://raw.githubusercontent.com/godot-escoria/.github/main/design/escoria-logo-small.png)
Point-and-click adventure game developed using Escoria framework and Godot engine.
[![Join our Discord](https://img.shields.io/discord/884336424780984330.svg?label=Join%20our%20Discord&logo=Discord&colorB=7289da&style=for-the-badge)](https://discord.com/invite/jMxJjuBY5Z)
## Building from source
### Assumed folder structure
```
any-folder
├── gymkhana -> This project.
└── escoria-demo-game -> Folder for escoria core.
Libre framework for the creation of point-and-click adventure games with the multi-platform game engine [Godot Engine](https://godotengine.org).
```
### Steps
1) Clone `gymkhana` repo
2) Clone `escoria-demo-game` repo (main branch)
3) Apply patches from the root folder. Run: `./apply_patches.sh`
Check out the [Escoria documentation](https://docs.escoria-framework.org), especially the Getting Started Guide for further details.
## Video export.
- 1280 x 720 | 25fps
- Export to MP4
- Convert to ogv `ffmpeg -i input.mp4 -c:v libtheora -q:v 6 -c:a libvorbis -q:a 4 output.ogv`
If you want to contribute to the development of Escoria, please read our [Contribution guidelines](https://github.com/godot-escoria/.github/blob/main/CONTRIBUTING.md).
## Export
- Web: `godot -v --export "HTML5" ../gymkhana-export-html/index.html`
- Linux: `godot -v --export "Linux/X11" ../LasGymkhanikasDeUli-1.0-RC1.appimage`
- ~~Windows: godot -v --export "Windows Desktop x64" ../LasGymkhanikasDeUli-1.0-RC1.exe~~
This is the demo game that acts as a testing ground for future Escoria development and a general showcase of its features.
## Art credits
## Sound attributions:
- button_clicking.ogg | Button Clicking 1 by Sheyvan -- https://freesound.org/s/475188/ -- License: Creative Commons 0
- menu_button.ogg | Videogame Menu BUTTON CLICK by Christopherderp -- https://freesound.org/s/342200/ -- License: Creative Commons 0
- birds_ambient_loop.ogg | https://freesound.org/people/Garuda1982/sounds/691629/ -- License: Creative Commons 0
### Characters
- Mark spritesheet by Marco Giorgini - marcogiorgini.com
Licence : CC0 Licence
https://opengameart.org/content/mark-2d-adventure-game-sprite
with some additions (talk animations) by Julian Murgia
- Worker spritesheet based on Mark spritesheet by Marco Giorgini - marcogiorgini.com
Licence: CC0 Licence
edited by Julian Murgia
### Items
* Generic items by Kenney
* Animal pack redux by Kenney
Licence: CC0 Licence
https://www.kenney.nl/assets/generic-items
## Sound credits
* Concrete footstep
Licence: CC0 Licence
https://www.kenney.nl/
* “Game Menu Looping” (Licence CC-BY 4.0)
* “Mystical Ocean Puzzle Game” (Licence CC-BY 4.0)
by Eric Matyas
www.soundimage.org
## Cursors
* Pointers part 4 by "yd"
Licence: CC0 Licence
https://opengameart.org/content/pointers-part-4x
edited by Julian Murgia
## Font
These fonts are provided as an example. Please mind checking the licence before redistributing with your game.
- Caslon Antique
https://www.1001fonts.com/caslon-antique-font.html#license
Licence: Free for personal use - Free for commercial use
This is the font used in LucasArt's game Curse of Monkey Island.
- Onesize
https://www.whatfontis.com/Onesize.font
Licence: Free for personal use
This is the font used in LucasArt's games The Secret of Monkey Island and Monkey Island 2: Lechuck's Revenge.
## Icon attributions:
- Translate button: Noun Project. Public domain

View File

@@ -1,2 +1,2 @@
:use | TK
say current_player "I can't use this!"
say($player, "I can't use this!", "action_default_say")

1
addons/escoria-core Symbolic link
View File

@@ -0,0 +1 @@
../../escoria-demo-game/addons/escoria-core

View File

@@ -1,300 +0,0 @@
extends Control
func _test_basic() -> bool:
var esc = """
:test
# first group
>
say player "Test"
# Second group
> [test]
say player "Test2 BLANK"
say player "Test3" [test2]
# Third group
>
say player "Test4"
# Fourth group
>
say player "Test5"
say player "Test 6"
say player TEST:"Test 7"
"""
var script = escoria.esc_compiler.compile(esc.split("\n"))
var subject = script
assert(subject is ESCScript)
subject = script.events.keys()
assert(subject.size() == 1)
assert(subject[0] == "test")
subject = script.events["test"].statements
assert(subject.size() == 2)
subject = script.events["test"].statements[0]
assert(subject is ESCGroup)
assert(subject.statements.size() == 4)
subject = script.events["test"].statements[0].statements[0]
assert(subject is ESCCommand)
assert(subject.name == "say")
assert(subject.parameters.size() == 2)
assert(subject.parameters[0] == "player")
assert(subject.parameters[1] == '"Test"')
subject = script.events["test"].statements[0].statements[1]
assert(subject is ESCGroup)
assert(subject.conditions.size() == 1)
assert(subject.conditions[0] is ESCCondition)
assert(subject.conditions[0].flag == "test")
subject = script.events["test"].statements[0].statements[1].statements[0]
assert(subject is ESCCommand)
assert(subject.name == "say")
assert(subject.parameters.size() == 2)
assert(subject.parameters[0] == "player")
assert(subject.parameters[1] == '"Test2 BLANK"')
subject = script.events["test"].statements[0].statements[2]
assert(subject is ESCCommand)
assert(subject.name == "say")
assert(subject.parameters.size() == 2)
assert(subject.parameters[0] == "player")
assert(subject.parameters[1] == '"Test3"')
assert(subject.conditions.size() == 1)
assert(subject.conditions[0].flag == "test2")
subject = script.events["test"].statements[0].statements[3]
assert(subject is ESCGroup)
assert(subject.statements.size() == 1)
subject = script.events["test"].statements[1]
assert(subject is ESCGroup)
assert(subject.statements.size() == 3)
subject = script.events["test"].statements[1].statements[1]
assert(subject is ESCCommand)
assert(subject.name == "say")
assert(subject.parameters[1] == '"Test 6"')
subject = script.events["test"].statements[1].statements[2]
assert(subject is ESCCommand)
assert(subject.name == "say")
assert(subject.parameters[1] == "TEST:\"Test 7\"")
return true
func _test_conditions() -> bool:
var esc = """
:test
say player "Test" [flag]
say player "Test" [flag1,flag2]
say player "Test" [!flag]
say player "Test" [i/flag]
say player "Test" [i/flag,flag]
say player "Test" [i/flag,flag,!flag2]
say player "Test" [eq flag 3]
say player "Test" [eq flag 3,gt flag 5]
say player "Test" [!eq flag 3]
"""
var script = escoria.esc_compiler.compile(esc.split("\n"))
var subject = script.events["test"].statements[0]
assert(subject is ESCCommand)
assert(subject.conditions.size() == 1)
subject = script.events["test"].statements[0].conditions[0]
assert(subject.flag == "flag")
assert(not subject.negated)
assert(not subject.inventory)
assert(subject.comparison == ESCCondition.COMPARISON_NONE)
subject = script.events["test"].statements[1].conditions
assert(subject.size() == 2)
assert(subject[0].flag == "flag1")
assert(subject[1].flag == "flag2")
subject = script.events["test"].statements[2].conditions
assert(subject.size() == 1)
assert(subject[0].flag == "flag")
assert(subject[0].negated)
subject = script.events["test"].statements[3].conditions
assert(subject.size() == 1)
assert(subject[0].flag == "flag")
assert(subject[0].inventory)
subject = script.events["test"].statements[4].conditions
assert(subject.size() == 2)
assert(subject[0].flag == "flag")
assert(subject[0].inventory)
assert(subject[1].flag == "flag")
assert(not subject[1].inventory)
subject = script.events["test"].statements[5].conditions
assert(subject.size() == 3)
assert(subject[0].flag == "flag")
assert(subject[0].inventory)
assert(subject[1].flag == "flag")
assert(not subject[1].inventory)
assert(subject[2].flag == "flag2")
assert(not subject[2].inventory)
assert(subject[2].negated)
subject = script.events["test"].statements[6].conditions
assert(subject.size() == 1)
assert(subject[0].flag == "flag")
assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
assert(subject[0].comparison_value == 3)
subject = script.events["test"].statements[7].conditions
assert(subject.size() == 2)
assert(subject[0].flag == "flag")
assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
assert(subject[0].comparison_value == 3)
assert(subject[1].flag == "flag")
assert(subject[1].comparison == ESCCondition.COMPARISON_GT)
assert(subject[1].comparison_value == 5)
subject = script.events["test"].statements[8].conditions
assert(subject.size() == 1)
assert(subject[0].flag == "flag")
assert(subject[0].comparison == ESCCondition.COMPARISON_EQ)
assert(subject[0].comparison_value == 3)
assert(subject[0].negated)
return true
func _test_event_flags() -> bool:
var esc = """
:test | TK
:test2 | TK NO_TT
:test3 | TK NO_TT NO_UI
"""
var script = escoria.esc_compiler.compile(esc.split("\n"))
var subject = script.events
assert(subject.keys().size() == 3)
assert("test" in subject.keys())
assert("test2" in subject.keys())
assert("test3" in subject.keys())
subject = script.events["test"]
assert(subject.name == "test")
assert(subject.flags & ESCEvent.FLAG_TK != 0)
assert(subject.flags & ESCEvent.FLAG_NO_TT == 0)
subject = script.events["test2"]
assert(subject.name == "test2")
assert(subject.flags & ESCEvent.FLAG_TK != 0)
assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
subject = script.events["test3"]
assert(subject.name == "test3")
assert(subject.flags & ESCEvent.FLAG_TK != 0)
assert(subject.flags & ESCEvent.FLAG_NO_TT != 0)
assert(subject.flags & ESCEvent.FLAG_NO_UI != 0)
return true
func _test_dialog() -> bool:
var esc = """
:test
?
- "Option 1"
say player "test"
say player "testb"
say player "testb?"
- "Option 2" [flag]
say player "test2"
?
- "Suboption 1"
say player "test21"
- "Suboption 2"
say player "test22"
!
- "Option 3"
>
say player "test3"
- TEST:"Option 4"
say player "test4"
!
"""
var script = escoria.esc_compiler.compile(esc.split("\n"))
var subject = script.events["test"].statements
assert(subject.size() == 1)
assert(subject[0] is ESCDialog)
assert(subject[0].options.size() == 4)
subject = script.events["test"].statements[0].options[0]
assert(subject is ESCDialogOption)
assert(subject.option == "Option 1")
subject = script.events["test"].statements[0].options[0].statements
assert(subject.size() == 3)
assert(subject[0] is ESCCommand)
assert(subject[0].name == "say")
assert(subject[0].parameters.size() == 2)
assert(subject[1] is ESCCommand)
assert(subject[1].name == "say")
assert(subject[1].parameters.size() == 2)
assert(subject[1].parameters[1] == '"testb"')
assert(subject[2] is ESCCommand)
assert(subject[2].name == "say")
assert(subject[2].parameters.size() == 2)
assert(subject[2].parameters[1] == '"testb?"')
subject = script.events["test"].statements[0].options[1]
assert(subject is ESCDialogOption)
assert(subject.option == "Option 2")
assert(subject.conditions.size() == 1)
assert(subject.conditions[0].flag == "flag")
subject = script.events["test"].statements[0].options[1].statements
assert(subject.size() == 2)
assert(subject[0] is ESCCommand)
assert(subject[0].name == "say")
assert(subject[0].parameters.size() == 2)
assert(subject[1] is ESCDialog)
assert(subject[1].options.size() == 2)
subject = script.events["test"].statements[0].options[2]
assert(subject is ESCDialogOption)
assert(subject.option == "Option 3")
subject = script.events["test"].statements[0].options[2].statements
assert(subject.size() == 1)
assert(subject[0] is ESCGroup)
assert(subject[0].statements.size() == 1)
assert(subject[0].statements[0] is ESCCommand)
assert(subject[0].statements[0].parameters.size() == 2)
subject = script.events["test"].statements[0].options[3]
assert(subject is ESCDialogOption)
assert(subject.option == "TEST")
return true
func _on_BasicFunctionality_pressed():
$VBoxContainer/VBoxContainer/BasicFunctionality.pressed = self._test_basic()
func _on_Conditions_pressed():
$VBoxContainer/VBoxContainer/Conditions.pressed = self._test_conditions()
func _on_EventFlags_pressed():
$VBoxContainer/VBoxContainer/EventFlags.pressed = self._test_event_flags()
func _on_Dialog_pressed():
$VBoxContainer/VBoxContainer/Dialog.pressed = self._test_dialog()

View File

@@ -1,58 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/_test/test_esc_compiler.gd" type="Script" id=1]
[node name="Testsuite" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
margin_right = 1.0
margin_bottom = 1.0
size_flags_horizontal = 3
size_flags_vertical = 3
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="VBoxContainer"]
margin_right = 1281.0
margin_bottom = 172.0
[node name="BasicFunctionality" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
margin_right = 1281.0
margin_bottom = 40.0
text = "Basic Functionality"
align = 1
[node name="Conditions" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
margin_top = 44.0
margin_right = 1281.0
margin_bottom = 84.0
text = "Check conditions"
align = 1
[node name="EventFlags" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
margin_top = 88.0
margin_right = 1281.0
margin_bottom = 128.0
text = "Check event flags"
align = 1
[node name="Dialog" type="CheckButton" parent="VBoxContainer/VBoxContainer"]
margin_top = 132.0
margin_right = 1281.0
margin_bottom = 172.0
text = "Check dialogs"
align = 1
[connection signal="pressed" from="VBoxContainer/VBoxContainer/BasicFunctionality" to="." method="_on_BasicFunctionality_pressed"]
[connection signal="pressed" from="VBoxContainer/VBoxContainer/Conditions" to="." method="_on_Conditions_pressed"]
[connection signal="pressed" from="VBoxContainer/VBoxContainer/EventFlags" to="." method="_on_EventFlags_pressed"]
[connection signal="pressed" from="VBoxContainer/VBoxContainer/Dialog" to="." method="_on_Dialog_pressed"]

View File

@@ -1,20 +0,0 @@
extends Control
func _on_CheckESCMigrationManager_pressed() -> bool:
var savegame: ESCSaveGame = ESCSaveGame.new()
savegame.globals["test"] = "testa"
var migration_manager: ESCMigrationManager = ESCMigrationManager.new()
savegame = migration_manager.migrate(
savegame,
"1.0.0",
"2.0.0",
"res://addons/escoria-core/_test/testversions"
)
assert(savegame.globals["test"] == "testc")
return true

View File

@@ -1,25 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/_test/test_migrations.gd" type="Script" id=1]
[node name="Control" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="CheckESCMigrationManager" type="CheckButton" parent="VBoxContainer"]
margin_right = 1280.0
margin_bottom = 40.0
text = "Check ESCMigrationManager"
[connection signal="pressed" from="VBoxContainer/CheckESCMigrationManager" to="." method="_on_CheckESCMigrationManager_pressed"]

View File

@@ -1,5 +0,0 @@
extends ESCMigration
func migrate():
self._savegame.globals["test"] = "testb"

View File

@@ -1,5 +0,0 @@
extends ESCMigration
func migrate():
self._savegame.globals["test"] = "testc"

View File

@@ -1,21 +0,0 @@
[gd_resource type="AudioBusLayout" format=2]
[resource]
bus/1/name = "SFX"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = "Master"
bus/2/name = "Music"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = 0.0
bus/2/send = "Master"
bus/3/name = "Speech"
bus/3/solo = false
bus/3/mute = false
bus/3/bypass_fx = false
bus/3/volume_db = 0.0
bus/3/send = "Master"

View File

@@ -1,17 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
<title>esc_background</title>
<defs>
<linearGradient x1="0%" y1="78.125%" x2="100%" y2="21.875%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</linearGradient>
</defs>
<g id="esc_background" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
<rect id="Rectangle" stroke="#1B2F0D" fill="url(#linearGradient-1)" transform="translate(7.500000, 4.835358) scale(1, -1) translate(-7.500000, -4.835358) " x="3.5" y="1.83535782" width="8" height="6" rx="1"></rect>
<line x1="3.5" y1="8.5" x2="11.5" y2="8.5" id="Line-3" stroke="#1B2F0D" stroke-linecap="round" stroke-linejoin="round"></line>
<line x1="7.5" y1="8.5" x2="7.5" y2="14.5" id="Line-2" stroke="#1B2F0D" stroke-linecap="round"></line>
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# Node that performs the moving (walk, teleport, terrain scaling...) actions on
# its parent node.
extends Node
class_name ESCMovable
# Tasks carried out by this walkable node
# NONE - The node is inactive
# WALK - The node walks the parent somewhere
# SLIDE - The node slides the parent somewhere
enum MovableTask {
NONE,
WALK,
SLIDE
}
# Character path through the scene as calculated by the Pathfinder
var walk_path: Array = []
# Current active walk path entry
var path_ofs: int
# The destination where the character should be moving to
var walk_destination: Vector2
# The walk context currently carried out by this movable node
var walk_context: ESCWalkContext = null
# Whether the character was moved at all
var moved: bool
# Player Direction used to reflect the movement to the new position
var last_dir: int
# The last scaling applied to the parent
var last_scale: Vector2
# Whether the current direction animation is flipped
var is_mirrored: bool
var _orig_speed: float = 0.0
# Shortcut variable that references the node's parent
onready var parent = get_parent()
# Currenly running task
onready var task = MovableTask.NONE
# Add the signal "arrived" to the parent node, which is emitted when
# the destination position was reached
func _ready() -> void:
if not parent.has_user_signal("arrived"):
parent.add_user_signal("arrived")
# Main processing loop
#
# #### Parameters
#
# - delta: Time that has passed since the last call to this function
func _process(delta: float) -> void:
if Engine.is_editor_hint():
return
if task == MovableTask.WALK or task == MovableTask.SLIDE:
var old_pos = parent.get_position()
var new_pos = _calculate_movement(delta)
if new_pos == null:
return
if task == MovableTask.WALK:
# Get the angle of the object to face the position to reach.
var angle: float = (old_pos.angle_to_point(new_pos))
_perform_walk_orientation(angle)
update_terrain()
else:
moved = false
set_process(false)
# Calculates the next position of the object.
#
# #### Parameters
#
# - delta: the time elapsed from last frame
#
# *Returns*
# The new Vector2 position of the object, or null if stop walking.
func _calculate_movement(delta: float):
# Initialize the current pos and previous pos variables
var pos: Vector2 = parent.get_position()
var old_pos: Vector2 = pos
# Get next waypoint from the walkpath array.
var next: Vector2
if walk_path.size() > 1:
next = walk_path[path_ofs + 1]
else:
next = walk_path[path_ofs]
# Movement speed calculation
var movement_speed: float = parent.speed * delta * pow(last_scale.x, 2) * \
parent.terrain.player_speed_multiplier
if walk_context.fast:
movement_speed *= parent.terrain.player_doubleclick_speed_multiplier
# Calculate the direction vector from current position and next waypoint
var dir: Vector2 = (next - pos).normalized()
# If we're close to the next waypoint (ie. distance < necessary movement
# speed to get to this waypoint, we consider the waypoint reached
# and pass to the next one.
# Else, calculate the new position.
var new_pos: Vector2
if pos.distance_to(next) < movement_speed:
new_pos = next
path_ofs += 1
else:
new_pos = pos + dir * movement_speed * parent.v_speed_damp
# If current waypoint id is >= the number of waypoints, were're at the
# end of the walk: stop walking.
if path_ofs >= walk_path.size() - 1:
walk_stop(walk_destination)
return
# Update current position variable
pos = new_pos
parent.set_position(pos)
return pos
# Calculates the orientation of the object while walking, to play the right
# animation according to this orientation.
#
# #### Parameters
#
# - angle: the angle X axis and object's facing direction.
func _perform_walk_orientation(angle: float):
last_dir = _get_dir_deg(ESCUtils.get_deg_from_rad(angle),
parent.animations)
var animation_player: ESCAnimationPlayer = \
parent.get_animation_player()
var current_animation = animation_player.get_animation()
var animation_to_play = \
parent.animations.directions[last_dir].animation
if current_animation != animation_to_play and \
animation_player.has_animation(animation_to_play):
animation_player.play(animation_to_play)
elif current_animation != animation_to_play and \
not animation_player.has_animation(animation_to_play):
current_animation = animation_to_play
escoria.logger.warn(
self,
"Character %s has no animation %s\nBypassing the missing animation and movement command."
% [parent.global_id, animation_to_play]
)
is_mirrored = parent.animations.directions[last_dir].mirrored
# Teleports this item to the target position.
#
# #### Parameters
#
# - target: Position2d or ESCItem to teleport to
func teleport(target: Node) -> void:
if target.has_method("get_interact_position"):
parent.global_position = target.get_interact_position()
escoria.logger.info(
self,
"Object %s is teleported to position %s."
% [target.name, parent.global_position]
)
elif "position" in target:
escoria.logger.info(
self,
"Object %s teleported to position %s."
% [parent.global_id, str(target.global_position)]
)
parent.global_position = target.global_position
else:
escoria.logger.error(
self,
"Target %s could not be teleported. Please configure the interact position parameter or create a child ESCLocation node." % target
)
# Teleports this item to the target position.
#
# #### Parameters
#
# - target: Vector2 target position to teleport to
func teleport_to(target: Vector2) -> void:
escoria.logger.info(
self,
"Object %s teleported to position %s."
% [parent.global_id, str(target)]
)
parent.global_position = target
# Walk to a given position
#
# #### Parameters
#
# - pos: Position to walk to
# - p_walk_context: Walk context to use
func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void:
if not parent.terrain:
walk_stop(parent.get_position())
return
if task == MovableTask.WALK:
if walk_context.target_object == p_walk_context.target_object \
or walk_context.target_position \
== p_walk_context.target_position:
walk_context.fast = p_walk_context.fast
walk_context = p_walk_context
if task == MovableTask.NONE:
task = MovableTask.WALK
walk_path = parent.terrain.get_simple_path(parent.get_position(), pos, true)
if walk_path.size() == 0:
task = MovableTask.NONE
walk_stop(parent.get_position())
set_process(false)
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0
task = MovableTask.WALK
set_process(true)
# We have finished walking. Set the idle pose and complete
#
# #### Parameters
#
# - pos: Final target position
func walk_stop(pos: Vector2) -> void:
parent.global_position = pos
# parent.interact_status = parent.INTERACT_STATES.INTERACT_NONE
walk_path = []
if _orig_speed > 0:
parent.speed = _orig_speed
_orig_speed = 0.0
task = MovableTask.NONE
moved = false
set_process(false)
# If we're heading to an object and reached its interaction position,
# orient towards the defined interaction direction set on the object
# (if any), can be ESCItem or ESCLocation
if walk_context.target_object and \
walk_context.target_object.node.player_orients_on_arrival:
var orientation = walk_context.target_object.node.interaction_direction
last_dir = orientation
parent.get_animation_player().play(
parent.animations.idles[orientation].animation
)
is_mirrored = parent.animations.idles[orientation].mirrored
else:
parent.get_animation_player().play(
parent.animations.idles[last_dir].animation
)
is_mirrored = parent.animations.idles[last_dir].mirrored
update_terrain()
if walk_context.target_object:
escoria.logger.debug(
self,
"%s arrived at %s." % [
parent.global_id,
walk_context.target_object.global_id
]
)
else:
escoria.logger.debug(
self,
"%s arrived at %s." % [
parent.global_id,
walk_context.target_position
]
)
parent.emit_signal("arrived", walk_context)
# Update the sprite scale and lighting
#
# #### Parameters
#
# - on_event_finished_name: Used if this function is called from an ESC event
func update_terrain(on_event_finished_name = null) -> void:
if !parent.terrain or parent.terrain == null \
or !is_instance_valid(parent.terrain):
return
if on_event_finished_name != null \
and on_event_finished_name != ESCEventManager.EVENT_SETUP:
return
if parent.get("is_exit"):
return
if parent.get("dont_apply_terrain_scaling"):
return
if not parent.is_inside_tree():
return
var pos = parent.global_position
if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX:
parent.z_index = pos.y
else:
parent.z_index = VisualServer.CANVAS_ITEM_Z_MAX
var factor = parent.terrain.get_terrain(pos)
var scal = parent.terrain.get_scale_range(factor)
if scal != parent.get_scale():
last_scale = scal
parent.scale = last_scale
var color = parent.terrain.get_light(pos)
parent.modulate = color
var sprite: Node = parent.get_sprite()
# Do not flip the entire character, because that would conflict
# with shadows that expect to be siblings of $texture
#
# - Current sprite scale is >0, meaning it's currently heading to right
# - but calculated is_mirrored is <0, meaning it's going to head to left
# Or, on the contrary:
# - current sprite scale is <0, meaning it's currently heading to left
# - but calculated is_mirrored is >0, meaning it's going to head to right
# We're operating a 180° turn (from right to left, or from left to right)
# So we just inverse the sprite scale.
if is_mirrored and sprite.scale.x > 0 \
or not is_mirrored and sprite.scale.x < 0:
sprite.scale.x *= -1
parent.collision.scale.x *= -1
# Get the player direction index based on degrees
#
# #### Parameters
#
# - deg: Degrees
# - animations: Player animations script
func _get_dir_deg(deg: int, animations: ESCAnimationResource) -> int:
# We turn the angle by -90° because angle_to_point gives the angle
# against X axis, not Y
deg = wrapi(deg - 90, 0, 360)
var dir = -1
var i = 0
for direction_angle in animations.dir_angles:
if _is_angle_in_interval(deg, direction_angle):
dir = i
break
else:
i += 1
continue
# It's an error to have the animations misconfigured
if dir == -1:
escoria.logger.error(
self,
"No animation has been configured for angle %s." % str(deg)
)
return dir
# Returns true if given angle is inside the interval given by a starting_angle
# and the size.
#
# #### Parameters
#
# - angle: Angle to test
# - direction_angle: ESCDirectionAngle resource, containing the starting angle,
# and the size of interval
# eg: angle_start=90, angle_size=40 corresponds to angle between 90° and 130°
func _is_angle_in_interval(
angle: float,
direction_angle: ESCDirectionAngle
) -> bool:
var start_angle = direction_angle.angle_start
var end_angle = direction_angle.angle_start + direction_angle.angle_size
if end_angle > 360 and angle < start_angle:
angle += 360
return (start_angle <= angle and angle <= end_angle)
# Sets character's angle and plays according animation.
#
# #### Parameters
#
# - deg int angle to set the character
# - wait float Wait this amount of seconds until continuing with turning around
func set_angle(deg: int, wait: float = 0.0) -> void:
if deg < 0 or deg > 360:
escoria.logger.error(
self,
"Invalid degree to turn to : %s. Valid angles are between 0 and 360." % str(deg)
)
moved = true
var current_dir = last_dir
var target_dir = _get_dir_deg(deg, parent.animations)
var way_to_turn = get_shortest_way_to_dir(current_dir, target_dir)
var dir = current_dir
while dir != target_dir:
dir += way_to_turn
if dir >= parent.animations.dir_angles.size():
dir = 0
if dir < 0:
dir = parent.animations.dir_angles.size() - 1
parent.get_animation_player().play(
parent.animations.idles[dir].animation
)
if wait > 0.0:
yield(get_tree().create_timer(wait), "timeout")
is_mirrored = parent.animations.idles[dir].mirrored
last_dir = _get_dir_deg(deg, parent.animations)
# The character may have a state animation from before, which would be
# resumed, so we immediately force the correct idle animation
if parent.get_animation_player().get_animation() != \
parent.animations.idles[last_dir].animation:
parent.get_animation_player().play(
parent.animations.idles[last_dir].animation
)
update_terrain()
# Turns the character to face another item or character.
#
# #### Parameters
#
# - item_id id of the object to face.
# - float Wait this amount of seconds until continuing with turning around
func turn_to(item: Node, wait: float = 0.0) -> void:
set_angle(
wrapi(
rad2deg(parent.get_position().angle_to_point(item.get_position())),
0,
360
),
wait
)
# Returns the angle that corresponds to the current direction of the object.
func _get_angle() -> int:
return parent.animations.dir_angles[last_dir].angle_start
# Return the shortest way to turn from a direction to another. Returned way is
# either:
# -1 (shortest way is to turn anti-clockwise)
# 0 (already at the right direction)
# 1 (clockwise).
#
# ####Parameters
# - current_dir: integer corresponding to the starting direction as defined in
# the attached ESCAnimationResource.directions.
# - target_dir: integer corresponding to the target direction as defined in
# the attached ESCAnimationResource.directions.
#
# *Returns*
# Integer: -1 (anti-clockwise), 1 (clockwise) or 0 (no movement needed).
func get_shortest_way_to_dir(current_dir: int, target_dir: int) -> int:
if current_dir < 0 or current_dir > parent.animations.dir_angles.size() - 1:
escoria.logger.error(
self,
"Invalid direction (current_dir) %s" % str(current_dir)
)
if target_dir < 0 or target_dir > parent.animations.dir_angles.size() - 1:
escoria.logger.error(
self,
"Invalid direction (target_dir) %s " % str(target_dir)
)
if current_dir == target_dir:
return 0
var internal = false
if max(current_dir, target_dir) - min(current_dir, target_dir) \
< parent.animations.dir_angles.size() / 2:
internal = true
else:
internal = false
if internal and current_dir < target_dir or \
(not internal and current_dir > target_dir):
return 1
else:
return -1

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@@ -1,74 +0,0 @@
# `accept_input [type]`
#
# Sets how much input the game is to accept. This allows for cut scenes
# in which dialogue can be skipped (if [type] is set to SKIP), and ones where
# it can't (if [type] is set to NONE).
#
# **Parameters**
#
# - *type*: Type of inputs to accept (ALL)
# `ALL`: Accept all types of user input
# `SKIP`: Accept skipping dialogues but nothing else
# `NONE`: Deny all inputs (including opening menus)
#
# **Warning**: `SKIP` and `NONE` also disable autosaves.
#
# **Warning**: The type of user input accepted will persist even after the
# current event has ended. Remember to reset the input type at the end of
# cut-scenes!
#
# @ESC
extends ESCBaseCommand
class_name AcceptInputCommand
# The list of supported input types
const SUPPORTED_INPUT_TYPES = ["ALL", "NONE", "SKIP"]
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING],
["ALL"]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not arguments[0] in SUPPORTED_INPUT_TYPES:
escoria.logger.error(
self,
"[%s]: invalid parameter. %s is not a valid parameter value." +
"Should be one of %s"
% [
get_command_name(),
arguments[0],
str(SUPPORTED_INPUT_TYPES)
]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var mode = escoria.inputs_manager.INPUT_ALL
match command_params[0]:
"NONE":
mode = escoria.inputs_manager.INPUT_NONE
"SKIP":
mode = escoria.inputs_manager.INPUT_SKIP
escoria.inputs_manager.input_mode = mode
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,61 +0,0 @@
# `anim object name [reverse]`
#
# Executes the animation specified in "name" on "object" without blocking.
# The next command in the event will be executed immediately after the
# animation is started.
#
# **Parameters**
#
# * *object*: Global ID of the object with the animation
# * *name*: Name of the animation to play
# * *reverse*: Plays the animation in reverse when true
#
# @ESC
extends ESCBaseCommand
class_name AnimCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
[null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var obj = escoria.object_manager.get_object(command_params[0])
var anim_id = command_params[1]
var reverse = command_params[2]
var animator: ESCAnimationPlayer = \
(obj.node as ESCItem).get_animation_player()
if reverse:
animator.play_backwards(anim_id)
else:
animator.play(anim_id)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,67 +0,0 @@
# `anim_block object name [reverse]`
#
# Executes the animation specified in "name" on "object" while blocking other
# events from starting.
# The next command in the event will be executed when the animation is
# finished playing.
#
# **Parameters**
#
# * *object*: Global ID of the object with the animation
# * *name*: Name of the animation to play
# * *reverse*: Plays the animation in reverse when true
#
# @ESC
extends ESCBaseCommand
class_name AnimBlockCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
[null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var obj = escoria.object_manager.get_object(command_params[0])
var anim_id = command_params[1]
var reverse = command_params[2]
var animator: ESCAnimationPlayer = \
(obj.node as ESCItem).get_animation_player()
if reverse:
animator.play_backwards(anim_id)
else:
animator.play(anim_id)
if animator.get_length(anim_id) < 1.0:
return ESCExecution.RC_OK
var animation_finished = yield(animator, "animation_finished")
while animation_finished != anim_id:
animation_finished = yield(animator, "animation_finished")
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,62 +0,0 @@
# `block_say`
#
# `say` commands called subsequent to using the `block_say` command will reuse the
# dialog box type of the previous `say` command if both dialog box types between the two `say`
# commands match.
#
# Different dialog box types can be used across multiple `say` commands, with the latest one
# used being preserved for reuse by the next `say` command should the dialog box type specified by
# both `say` commands match.
#
# This reuse will continue until a call to `end_block_say` is made.
#
# Using `block_say` more than once prior to calling `end_block_say` is idempotent and has the
# following behaviour:
#
# - If no `say` command has yet been encountered since the first use of `block_say`,
# the result of using this command will be as described above.
# - If a `say` command has been encountered since the previous use of `block_say`,
# the dialog box used with that `say` command will continue to be reused for subsequent
# `say` commands should the dialog box type requested match. Note that the dialog box used with
# the next `say` command may be different than the one currently being reused.
#
# Example:
# `block say`
# `say player "Picture's looking good."`
# `say player "And so am I."`
# `end_block_say`
#
# This example will reuse the same dialog box type since they are the same between both `say` calls.
#
# @ESC
extends ESCBaseCommand
class_name BlockSayCommand
# Constructor
func _init() -> void:
pass
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(0)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
return true
# Run the command
func run(command_params: Array) -> int:
escoria.dialog_player.enable_preserve_dialog_box()
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

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@@ -1,112 +0,0 @@
# `camera_push target [time] [type]`
#
# Pushes (moves) the camera so it points at a specific `target`. If the camera
# was following a target (like the player) previously, it will no longer follow
# this target.
#
# Make sure the target is reachable if camera limits have been configured.
#
# **Parameters**
#
# - *target*: Global ID of the `ESCItem` to push the camera to. `ESCItem`s have
# a "camera_node" property that can be set to point to a node (usually an
# `ESCLocation` node). If the "camera_node" property is empty, `camera_push`
# will point the camera at the `ESCItem`s location. If however, the `ESCItem`
# has its "camera_node" property set, the command will instead point the
# camera at the node referenced by the `ESCItem`s "camera_node" property.
# - *time*: Number of seconds the transition should take (default: `1`)
# - *type*: Transition type to use (default: `QUAD`)
#
# Supported transitions include the names of the values used
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix):
#
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraPushCommand
# The list of supported transitions as per the link mentioned above
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
"CIRC","BOUNCE","BACK"]
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING, [TYPE_REAL, TYPE_INT], TYPE_STRING],
[null, 1, "QUAD"]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
var target_pos = _get_target_pos(arguments[0])
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
if not camera.check_point_is_inside_viewport_limits(target_pos):
generate_viewport_warning(target_pos, camera)
return false
if not arguments[2] in SUPPORTED_TRANSITIONS:
escoria.logger.error(
self,
(
"[{command_name}]: invalid transition type. Transition type {t_type} " +
"is not one of the accepted types : {allowed_types}"
).format(
{
"command_name":get_command_name(),
"t_type":arguments[2],
"allowed_types":SUPPORTED_TRANSITIONS
}
)
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.push(
escoria.object_manager.get_object(command_params[0]).node,
command_params[1],
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[2])
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)
# Gets the appropriate target position from the `ESCItem`, as used by the camera.
#
# #### Parameters
#
# - target_global_id: The `global_id` of the `ESCItem` to check.
#
# **Returns** the item's position based on its camera node.
func _get_target_pos(target_global_id: String) -> Vector2:
var target = escoria.object_manager.get_object(target_global_id).node as ESCItem
return target.get_camera_node().global_position

View File

@@ -1,127 +0,0 @@
# `camera_push_block target [time] [type]`
#
# Pushes (moves) the camera so it points at a specific `target`. If the camera
# was following a target (like the player) previously, it will no longer follow
# this target. Blocks until the command completes.
#
# Make sure the target is reachable if camera limits have been configured.
#
# **Parameters**
#
# - *target*: Global ID of the `ESCItem` to push the camera to. `ESCItem`s have
# a "camera_node" property that can be set to point to a node (usually an
# `ESCLocation` node). If the "camera_node" property is empty, `camera_push_block`
# will point the camera at the `ESCItem`s location. If however, the `ESCItem`
# has its "camera_node" property set, the command will instead point the
# camera at the node referenced by the `ESCItem`s "camera_node" property.
# - *time*: Number of seconds the transition should take (default: `1`)
# - *type*: Transition type to use (default: `QUAD`)
#
# Supported transitions include the names of the values used
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix).
#
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraPushBlockCommand
# The list of supported transitions as per the link mentioned above
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
"CIRC","BOUNCE","BACK"]
# Tween for blocking
var _camera_tween: Tween
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING, [TYPE_REAL, TYPE_INT], TYPE_STRING],
[null, 1, "QUAD"]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
var target_pos = _get_target_pos(arguments[0])
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
if not camera.check_point_is_inside_viewport_limits(target_pos):
generate_viewport_warning(target_pos, camera)
return false
if not arguments[2] in SUPPORTED_TRANSITIONS:
escoria.logger.error(
self,
(
"[{command_name}]: invalid transition type. Transition type {t_type} " +
"is not one of the accepted types : {allowed_types}"
).format(
{
"command_name":get_command_name(),
"t_type":arguments[2],
"allowed_types":SUPPORTED_TRANSITIONS
}
)
)
return false
_camera_tween = camera.get_tween()
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.push(
escoria.object_manager.get_object(command_params[0]).node,
command_params[1],
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[2])
)
if command_params[1] > 0.0:
yield(_camera_tween, "tween_completed")
escoria.logger.debug(
self,
"camera_push_block tween complete."
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)
# Gets the appropriate target position from the `ESCItem`, as used by the camera.
#
# #### Parameters
#
# - target_global_id: The `global_id` of the `ESCItem` to check.
#
# **Returns** the ESCitem's position based on its camera node.
func _get_target_pos(target_global_id: String) -> Vector2:
var target = escoria.object_manager.get_object(target_global_id).node as ESCItem
return target.get_camera_node().global_position

View File

@@ -1,64 +0,0 @@
# `camera_set_limits camlimits_id`
#
# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
# definition. A limit is defined as an upper-left (x, y) coordinate, a width
# and a height that the camera must stay within. Multiple limits can be
# defined for a room, allowing for new areas to be seen once they have
# been 'unlocked'.
#
# **Parameters**
#
# - *camlimits_id*: Index of the camera limit defined in the `camera limits`
# list of the current `ESCRoom`
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraSetLimitsCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_INT],
[null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if escoria.main.current_scene.camera_limits.size() < arguments[0]:
escoria.logger.error(
self,
"[%s]: invalid limits id. Camera limit id (%d) is larger than the number of limits defined in this scene (%d)."
% [
get_command_name(),
arguments[0],
escoria.main.current_scene.camera_limits.size()
]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
camera.clamp_to_viewport_limits()
escoria.main.set_camera_limits(command_params[0])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,57 +0,0 @@
# `camera_set_pos time x y`
#
# Moves the camera to the given absolute position over a time period.
#
# **Parameters**
#
# - *time*: Number of seconds the transition should take
# - *x*: Target X coordinate
# - "y*: Target Y coordinate
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraSetPosCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[[TYPE_REAL, TYPE_INT], TYPE_INT, TYPE_INT],
[null, null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
if not camera.check_point_is_inside_viewport_limits(new_pos):
generate_viewport_warning(new_pos, camera)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.set_target(
Vector2(command_params[1], command_params[2]),
command_params[0]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,73 +0,0 @@
# `camera_set_pos_block time x y`
#
# Moves the camera to the given absolute position over a time period. Blocks
# until the command completes.
#
# Make sure the coordinates are reachable if camera limits have been configured.
#
# **Parameters**
#
# - *time*: Number of seconds the transition should take
# - *x*: Target X coordinate
# - "y*: Target Y coordinate
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraSetPosBlockCommand
# Tween for blocking
var _camera_tween: Tween
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[[TYPE_REAL, TYPE_INT], TYPE_INT, TYPE_INT],
[null, null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
var new_pos: Vector2 = Vector2(arguments[1], arguments[2])
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
if not camera.check_point_is_inside_viewport_limits(new_pos):
generate_viewport_warning(new_pos, camera)
return false
_camera_tween = camera.get_tween()
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.set_target(
Vector2(command_params[1], command_params[2]),
command_params[0]
)
if command_params[0] > 0.0:
yield(_camera_tween, "tween_completed")
escoria.logger.debug(
self,
"camera_set_pos_block tween complete."
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,60 +0,0 @@
# `camera_set_target time object`
#
# Configures the camera to follow the specified target `object` as it moves
# around the current room. The transition to focus on the `object` will happen
# over a time period.
#
# **Parameters**
#
# - *time*: Number of seconds the transition should take to move the camera
# to follow `object`
# - *object*: Global ID of the target object
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraSetTargetCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[[TYPE_REAL, TYPE_INT], TYPE_STRING],
[null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: Invalid object: Object with global id %s not found."
% [get_command_name(), arguments[1]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.set_target(
escoria.object_manager.get_object(command_params[1]).node,
command_params[0]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,77 +0,0 @@
# `camera_set_target_block time object`
#
# Configures the camera to follow the specified target `object` (ESCItem) as it moves
# around the current room. The transition to focus on the `object` will happen
# over a time period. Blocks until the command completes.
#
# The camera will move as close as it can if camera limits have been configured
# and the `object` is at coordinates that are not reachable.
#
# **Parameters**
#
# - *time*: Number of seconds the transition should take to move the camera
# to follow `object`
# - *object*: Global ID of the target object
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraSetTargetBlockCommand
# Tween for blocking
var _camera_tween: Tween
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[[TYPE_REAL, TYPE_INT], TYPE_STRING],
[null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: Invalid object: Object with global id %s not found."
% [get_command_name(), arguments[1]]
)
return false
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
_camera_tween = camera.get_tween()
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.set_target(
escoria.object_manager.get_object(command_params[1]).node,
command_params[0]
)
if command_params[0] > 0.0:
yield(_camera_tween, "tween_completed")
escoria.logger.debug(
self,
"camera_set_target_block tween complete."
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,46 +0,0 @@
# `camera_set_zoom magnitude [time]`
#
# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
# the camera out while smaller values zoom in. These values are relative to the
# default zoom value of '1', not the current value. As such, while using a value
# of '0.5' would double the size of the graphics, running the same command again
# would result in no change. The zoom will happen over the given time period.
#
# **Parameters**
#
# - *magnitude*: Magnitude of zoom
# - *time*: Number of seconds the transition should take, with a value of `0`
# meaning the zoom should happen instantly (default: `0`)
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraSetZoomCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[[TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
[null, 0.0]
)
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.set_camera_zoom(
command_params[0],
command_params[1]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,73 +0,0 @@
# `camera_set_zoom_block magnitude [time]`
#
# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
# the camera out while smaller values zoom in. These values are relative to the
# default zoom value of '1', not the current value. As such, while using a value
# of '0.5' would double the size of the graphics, running the same command again
# would result in no change. The zoom will happen over the given time period.
# Blocks until the command completes.
#
# Zoom operations might not be as smooth as desired if the requested zoom
# level results in an edge of the camera meeting any defined camera limits.
#
# **Parameters**
#
# - *magnitude*: Magnitude of zoom
# - *time*: Number of seconds the transition should take, with a value of `0`
# meaning the zoom should happen instantly (default: `0`)
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraSetZoomBlockCommand
var _camera_tween: Tween
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[[TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
[null, 0.0]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
_camera_tween = camera.get_tween()
return true
# Run the command
func run(command_params: Array) -> int:
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
camera\
.set_camera_zoom(
command_params[0],
command_params[1]
)
if command_params[1] > 0.0:
yield(_camera_tween, "tween_completed")
escoria.logger.debug(
self,
"camera_set_zoom_block tween complete."
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,58 +0,0 @@
# `camera_set_zoom_height pixels [time]`
#
# Zooms the camera in/out so it occupies the given height in pixels.
#
# **Parameters**
#
# - *pixels*: Target height in pixels
# - *time*: Number of seconds the transition should take, with a value of `0`
# meaning the zoom should happen instantly (default: `0`)
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCBaseCommand
class_name CameraSetZoomHeightCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_INT, [TYPE_INT, TYPE_REAL]],
[null, 0.0]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if arguments[0] < 0:
escoria.logger.error(
self,
"[%s]: invalid height. Can't zoom to a negative height (%d)."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.set_camera_zoom(
command_params[0] / escoria.game_size.y,
command_params[1]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,73 +0,0 @@
# `camera_set_zoom_height_block pixels [time]`
#
# Zooms the camera in/out so it occupies the given height in pixels.
# Blocks until the command completes.
#
# **Parameters**
#
# - *pixels*: Target height in pixels (integer values only)
# - *time*: Number of seconds the transition should take, with a value of `0`
# meaning the zoom should happen instantly (default: `0`)
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCBaseCommand
class_name CameraSetZoomHeightBlockCommand
# Tween for blocking
var _camera_tween: Tween
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_INT, [TYPE_INT, TYPE_REAL]],
[null, 0.0]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if arguments[0] <= 0:
escoria.logger.error(
self,
"[%s]: invalid height. Can't zoom to a negative height (%d)."
% [get_command_name(), arguments[0]]
)
return false
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
_camera_tween = camera.get_tween()
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.set_camera_zoom(
command_params[0] / escoria.game_size.y,
command_params[1]
)
if command_params[1] > 0.0:
yield(_camera_tween, "tween_completed")
escoria.logger.debug(
self,
"camera_set_zoom_height_block tween complete."
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,94 +0,0 @@
# `camera_shift x y [time] [type]`
#
# Shifts the camera by the given horizontal and vertical amounts relative to the
# current location.
#
# **Parameters**
#
# - *x*: Shift by x pixels along the x-axis
# - *y*: Shift by y pixels along the y-axis
# - *time*: Number of seconds the transition should take, with a value of `0`
# meaning the zoom should happen instantly (default: `1`)
# - *type*: Transition type to use (default: `QUAD`)
#
# Supported transitions include the names of the values used
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix):
#
# https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraShiftCommand
# The list of supported transitions as per the link mentioned above
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
"CIRC","BOUNCE","BACK"]
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[
[TYPE_INT, TYPE_REAL],
[TYPE_INT, TYPE_REAL],
[TYPE_INT, TYPE_REAL],
TYPE_STRING
],
[null, null, 1, "QUAD"]
)
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.shift(
Vector2(
command_params[0],
command_params[1]
),
command_params[2],
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[3])
)
return ESCExecution.RC_OK
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not arguments[3] in SUPPORTED_TRANSITIONS:
escoria.logger.error(
self,
(
"[{command_name}]: invalid transition type" +
"Transition type {t_type} is not one of the accepted types : {allowed_types}"
).format(
{
"command_name": get_command_name(),
"t_type":arguments[3],
"allowed_types":SUPPORTED_TRANSITIONS
}
)
)
return false
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
if not camera.check_point_is_inside_viewport_limits(new_pos):
generate_viewport_warning(new_pos, camera)
return false
return true
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,112 +0,0 @@
# `camera_shift_block x y [time] [type]`
#
# Shifts the camera by the given horizontal and vertical amounts relative to the
# current location. Blocks until the command completes.
#
# Make sure the destination coordinates are reachable if
# camera limits have been configured.
#
# **Parameters**
#
# - *x*: Shift by x pixels along the x-axis
# - *y*: Shift by y pixels along the y-axis
# - *time*: Number of seconds the transition should take, with a value of `0`
# meaning the zoom should happen instantly (default: `1`)
# - *type*: Transition type to use (default: `QUAD`)
#
# Supported transitions include the names of the values used
# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix).
#
# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
#
# For more details see: https://docs.escoria-framework.org/camera
#
# @ESC
extends ESCCameraBaseCommand
class_name CameraShiftBlockCommand
# The list of supported transitions as per the link mentioned above
const SUPPORTED_TRANSITIONS = ["LINEAR","SINE","QUINT","QUART","QUAD" ,"EXPO","ELASTIC","CUBIC",
"CIRC","BOUNCE","BACK"]
# Tween for blocking
var _camera_tween: Tween
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[
[TYPE_INT, TYPE_REAL],
[TYPE_INT, TYPE_REAL],
[TYPE_INT, TYPE_REAL],
TYPE_STRING
],
[null, null, 1, "QUAD"]
)
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera)\
.shift(
Vector2(
command_params[0],
command_params[1]
),
command_params[2],
ClassDB.class_get_integer_constant("Tween", "TRANS_%s" % command_params[3])
)
if command_params[2] > 0.0:
yield(_camera_tween, "tween_completed")
escoria.logger.debug(
self,
"camera_shift_block tween complete."
)
return ESCExecution.RC_OK
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not arguments[3] in SUPPORTED_TRANSITIONS:
escoria.logger.error(
self,
(
"[{command_name}]: invalid transition type" +
"Transition type {t_type} is not one of the accepted types : {allowed_types}"
).format(
{
"command_name": get_command_name(),
"t_type":arguments[3],
"allowed_types":SUPPORTED_TRANSITIONS
}
)
)
return false
var camera: ESCCamera = escoria.object_manager.get_object(escoria.object_manager.CAMERA).node as ESCCamera
var shift_by: Vector2 = Vector2(arguments[0], arguments[1])
var new_pos: Vector2 = Vector2(camera.position.x + shift_by.x, camera.position.y + shift_by.y)
if not camera.check_point_is_inside_viewport_limits(new_pos):
generate_viewport_warning(new_pos, camera)
return false
_camera_tween = camera.get_tween()
return true
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,80 +0,0 @@
# `change_scene path [enable_automatic_transition] [run_events]`
#
# Switches the game from the current scene to another scene. Use this to move
# the player to a new room when they walk through an unlocked door, for
# example.
#
# **Parameters**
#
# - *path*: Path of the new scene
# - *enable_automatic_transition*: Automatically transition to the new scene
# (default: `true`)
# - *run_events*: Run the standard ESC events of the new scene (default: `true`)
#
# @ESC
extends ESCBaseCommand
class_name ChangeSceneCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING, TYPE_BOOL, TYPE_BOOL],
[null, true, true]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array) -> bool:
if not .validate(arguments):
return false
if not ResourceLoader.exists(arguments[0]):
escoria.logger.error(
self,
"[%s]: Invalid scene. Scene %s was not found."
% [get_command_name(), arguments[0]]
)
return false
if not ResourceLoader.exists(
ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.GAME_SCENE)
):
escoria.logger.error(
self,
"[%s]: Game scene not found. The path set in 'ui/game_scene' was not found: %s."
% [
get_command_name(),
ESCProjectSettingsManager.get_setting(
ESCProjectSettingsManager.GAME_SCENE
)
]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.logger.info(
self,
"[%s] Changing scene to %s (enable_automatic_transition = %s)."
% [
get_command_name(),
command_params[0], # scene file
command_params[1] # enable_automatic_transition
]
)
escoria.room_manager.change_scene(command_params[0], command_params[1])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

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@@ -1,100 +0,0 @@
# `custom object node func_name [params...]`
#
#
# Executes the specified Godot function. This function must be in a script
# attached to a child node of a registered `ESCItem`.
#
# **Parameters**
#
# - *object*: Global ID of the target `ESCItem`
# - *node*: Name of the child node of the target `ESCItem`
# - *func_name*: Name of the function to be called
# - params: Any arguments to be passed to the function (array and object parameters are not supported).
# Multiple parameters can be passed by simply passing them in as additional arguments separated by
# spaces, e.g. `custom the_object the_node the_function arg1 arg2 arg3`
#
# @ESC
extends ESCBaseCommand
class_name CustomCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[TYPE_STRING, TYPE_STRING, TYPE_STRING, TYPE_ARRAY],
[null, null, null, []],
[true],
true
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
elif not escoria.object_manager.get_object(arguments[0]).node.has_node(
arguments[1]
):
escoria.logger.error(
self,
"[%s]: invalid node. Object with global id %s has no child node called %s."
% [
get_command_name(),
arguments[0],
arguments[1],
]
)
return false
elif not escoria.object_manager.get_object(arguments[0]).node\
.get_node(
arguments[1]
)\
.has_method(
arguments[2]
):
escoria.logger.error(
self,
"[%s]: invalid function. Object with global id %s and node %s has no function called %s."
% [
get_command_name(),
arguments[0],
arguments[1],
arguments[2],
]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var object = escoria.object_manager.get_object(
command_params[0]
)
# Global variables can be substituted into the command arguments by wrapping the global
# name in braces.
for loop in command_params[3].size():
command_params[3][loop] = escoria.globals_manager.replace_globals(command_params[3][loop])
object.node.get_node(command_params[1]).call(
command_params[2],
command_params[3]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

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@@ -1,52 +0,0 @@
# `dec_global name value`
#
# Subtract the given value from the specified global.
#
# **Parameters**
#
# - *name*: Name of the global to be changed
# - *value*: Value to be subtracted (default: 1)
#
# @ESC
extends ESCBaseCommand
class_name DecGlobalCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING, TYPE_INT],
[null, 1]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.globals_manager.get_global(arguments[0]) is int:
escoria.logger.error(
self,
"[%s]: invalid global. Global %s isn't an integer value."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.globals_manager.set_global(
command_params[0],
escoria.globals_manager.get_global(command_params[0]) - \
command_params[1]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,50 +0,0 @@
# `enable_terrain node_name`
#
# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
# node name. It will also disable the previously-activated
# `NavigationPolygonInstance`.
# Use this to change where the player can walk, allowing them to walk into the
# next room once a door has been opened, for example.
#
# **Parameters**
#
# - *node_name*: Name of the `NavigationPolygonInstance` node to activate
#
# @ESC
extends ESCBaseCommand
class_name EnableTerrainCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING],
[null]
)
# Run the command
func run(command_params: Array) -> int:
var name: String = command_params[0]
if escoria.room_terrain.has_node(name):
var new_active_navigation_instance = \
escoria.room_terrain.get_node(name)
escoria.room_terrain.current_active_navigation_instance.enabled = false
escoria.room_terrain.current_active_navigation_instance = \
new_active_navigation_instance
escoria.room_terrain.current_active_navigation_instance.enabled = true
return ESCExecution.RC_OK
else:
escoria.logger.error(
self,
"[%s]: Can not find terrain node. Terrain node %s could not be found."
% [get_command_name(), name]
)
return ESCExecution.RC_ERROR
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,47 +0,0 @@
# `end_block_say`
#
# `say` commands used subsequent to using the `end_block_say` command will no longer
# reuse the dialog box type used by the previous `say` command(s) encountered.
#
# Using `end_block_say` more than once is safe and idempotent.
#
# Example:
# `block say`
# `say player "Picture's looking good."`
# `say player "And so am I."`
# `end_block_say`
#
# This example will reuse the same dialog box type since they are the same between both `say` calls.
#
# @ESC
extends ESCBaseCommand
class_name EndBlockSayCommand
# Constructor
func _init() -> void:
pass
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(0)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
return true
# Run the command
func run(command_params: Array) -> int:
escoria.dialog_player.disable_preserve_dialog_box()
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

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@@ -1,76 +0,0 @@
# `hide_menu menu_type`
#
# Hides either the main menu or the pause menu. Transitions from the menu using
# the default transition type (set in the Escoria project settings).
#
# **Parameters**
#
# - *menu_type*: Which menu to hide. Can be either `main` or `pause` (default: `main`)
#
# @ESC
extends ESCBaseCommand
class_name HideMenuCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
0,
[TYPE_STRING],
["main"]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not arguments[0] in ["main", "pause"]:
escoria.logger.error(
self,
"[%s]: menu %s is invalid." % [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var transition_id: int
# Transition out from menu
transition_id = escoria.main.scene_transition.transition(
"",
ESCTransitionPlayer.TRANSITION_MODE.OUT
)
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
while yield(
escoria.main.scene_transition,
"transition_done"
) != transition_id:
pass
if command_params[0] == "main":
escoria.game_scene.hide_main_menu()
elif command_params[0] == "pause":
escoria.game_scene.unpause_game()
if escoria.main.current_scene != null:
transition_id = escoria.main.scene_transition.transition()
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
while yield(
escoria.main.scene_transition,
"transition_done"
) != transition_id:
pass
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,59 +0,0 @@
# `inc_global name value`
#
# Adds the given value to the specified global.
#
# **Parameters**
#
# - *name*: Name of the global to be changed
# - *value*: Value to be added (default: 1)
#
# @ESC
extends ESCBaseCommand
class_name IncGlobalCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING, TYPE_INT],
[null, 1]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.globals_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid global. Global %s does not exist."
% [get_command_name(), arguments[0]]
)
return false
if not escoria.globals_manager.get_global(arguments[0]) is int:
escoria.logger.error(
self,
"[%s]: invalid global. Global %s isn't an integer value."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.globals_manager.set_global(
command_params[0],
escoria.globals_manager.get_global(command_params[0]) +\
command_params[1]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,54 +0,0 @@
# `inventory_add item`
#
# Adds an item to the inventory. If the player is picking up an object, you may
# want to use this command in conjunction with the `set_active` command so that
# the object 'disappears' from the scene as it's added to the inventory.
#
# **Parameters**
#
# - *item*: Global ID of the `ESCItem` to add to the inventory
#
# @ESC
extends ESCBaseCommand
class_name InventoryAddCommand
const ILLEGAL_STRINGS = ["/"]
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING],
[null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
for s in ILLEGAL_STRINGS:
if s in arguments[0]:
escoria.logger.error(
self,
"[%s]: invalid item name. Item name %s cannot contain the string '%s'."
% [get_command_name(), arguments[0], s]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.inventory_manager.add_item(command_params[0])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,54 +0,0 @@
# `inventory_remove item`
#
# Removes an item from the inventory. You may wish to use this command in
# conjuction with the `set_active` command to show an item in the scene,
# simulating placing the item somewhere, for example.
#
# **Parameters**
#
# - *item*: Global ID of the `ESCItem` to remove from the inventory
#
# @ESC
extends ESCBaseCommand
class_name InventoryRemoveCommand
const ILLEGAL_STRINGS = ["/"]
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING],
[null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
for s in ILLEGAL_STRINGS:
if s in arguments[0]:
escoria.logger.error(
self,
"[%s]: invalid item name. Item name %s cannot contain the string '%s'."
% [get_command_name(), arguments[0], s]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.inventory_manager.remove_item(command_params[0])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,58 +0,0 @@
# `play_snd file [player]`
#
# Plays the specified sound without blocking the currently running event.
#
# **Parameters**
#
# - *file*: Sound file to play
# - *player*: Sound player to use. Can either be `_sound`, which is used to play non-
# looping sound effects; `_music`, which plays looping music; or `_speech`, which
# plays non-looping voice files (default: `_sound`)
#
# @ESC
extends ESCBaseCommand
class_name PlaySndCommand
# The specified sound player
var _snd_player: String
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING, TYPE_STRING],
[null, "_sound"]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: invalid sound player. Sound player %s not registered."
% [get_command_name(), arguments[1]]
)
return false
if not ResourceLoader.exists(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid parameter. File %s not found."
% [get_command_name(), arguments[0]]
)
return false
_snd_player = arguments[1]
return true
# Run the command
func run(command_params: Array) -> int:
escoria.object_manager.get_object(command_params[1]).node.set_state(
command_params[0]
)
return ESCExecution.RC_OK

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@@ -1,34 +0,0 @@
# `print string`
#
# Prints a message to the Godot debug window.
# Use this for debugging game state.
#
# **Parameters**
#
# - *string*: The string to log
#
# @ESC
extends ESCBaseCommand
class_name PrintCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING],
[""]
)
# Run the command
func run(command_params: Array) -> int:
# Replace the names of any globals in "{ }" with their value
print(escoria.globals_manager.replace_globals(command_params[0]))
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,89 +0,0 @@
# `queue_event object event [channel] [block]`
#
# Queue an event to run.
#
# If you queue multiple events on a channel and none of them are blocking
# events, all events will effectively run at the same time. As the events are
# placed on the channel's queue, if one event contains a blocking command, the
# next event on that channel's queue won't be processed until the blocking
# command finishes.
#
# **Parameters**
#
# - object: Object that holds the ESC script with the event
# - event: Name of the event to queue
# - channel: Channel to run the event on (default: `_front`). Using a
# previously unused channel name will create a new channel.
# - block: Whether to wait for the queue to finish. This is only possible, if
# the queued event is not to be run on the same event as this command
# (default: `false`)
#
# @ESC
extends ESCBaseCommand
class_name QueueEventCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_STRING, TYPE_BOOL],
[null, null, "_front", false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"Object with global id %s not found." % arguments[0]
)
return false
var node = escoria.object_manager.get_object(
arguments[0]
).node
if not "esc_script" in node or node.esc_script == "":
escoria.logger.error(
self,
"Object with global id %s has no ESC script." % arguments[0]
)
return false
var esc_script = escoria.esc_compiler.load_esc_file(node.esc_script)
if not arguments[1] in esc_script.events:
escoria.logger.error(
self,
"Event with name %s not found." % arguments[1]
)
return false
if arguments[3] and not escoria.event_manager.is_channel_free(arguments[2]):
escoria.logger.error(
self,
"The queue %s doesn't accept a new event." % arguments[2]
)
return false
return true
# Run the command
func run(arguments: Array) -> int:
var node = escoria.object_manager.get_object(
arguments[0]
).node
var esc_script = escoria.esc_compiler.load_esc_file(node.esc_script)
return escoria.event_manager.queue_event_from_esc(
esc_script,
arguments[1], # event name
arguments[2], # channel name
arguments[3] # whether to block
)
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,52 +0,0 @@
# `queue_resource path [front_of_queue]`
#
# Queues the loading of the given resource into the resource cache.
#
# **Parameters**
#
# - *path*: Path of the resource to cache
# - *front_of_queue*: Whether to put the resource at the front of the
# queue in order to load it as soon as possible (default: `false`)
#
# @ESC
extends ESCBaseCommand
class_name QueueResourceCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[],
[null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array) -> bool:
if not .validate(arguments):
return false
if not ResourceLoader.exists(arguments[0]):
escoria.logger.error(
self,
"[%s]: Invalid resource. Resource %s was not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.resource_cache.queue_resource(
command_params[0],
command_params[1]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,40 +0,0 @@
# `rand_global name max_value`
#
# Sets the given global to a random integer between 0 and `max_value`
# (inclusive). e.g. Setting `max_value` to 2 could result in '0', '1' or '2'
# being returned.
#
# **Parameters**
#
# - *name*: Name of the global to set
# - *max_value*: Maximum possible integer value (inclusive) (default: 1)
#
# @ESC
extends ESCBaseCommand
class_name RandGlobalCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_STRING, TYPE_INT],
[null, 1]
)
# Run the command
func run(command_params: Array) -> int:
randomize()
var rnd = randi() % (command_params[1] + 1)
escoria.globals_manager.set_global(
command_params[0],
rnd
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,29 +0,0 @@
# `repeat`
#
# Makes the current script loop back to the start. Currently the only way to
# exit the loop is via the `stop` command which will stop the script
# completely.
#
# @ESC
extends ESCBaseCommand
class_name RepeatCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
0,
[],
[]
)
# Run the command
func run(command_params: Array) -> int:
return ESCExecution.RC_CANCEL
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,130 +0,0 @@
# `say player text [type]`
#
# Displays the specified string as dialog spoken by the player. This command
# blocks further event execution until the dialog has finished being 'said'
# (either as displayed text or as audible speech from a file).
#
# Global variables can be substituted into the text by wrapping the global
# name in braces.
# e.g. say player "I have {coin_count} coins remaining".
#
# **Parameters**
#
# - *player*: Global ID of the `ESCPlayer` or `ESCItem` object that is active.
# You can specify `current_player` in order to refer to the currently active
# player, e.g. in cases where multiple players are playable such as in games
# like Maniac Mansion or Day of the Tentacle.
# - *text*: Text to display.
# - *type*: Dialog type to use. One of `floating` or `avatar`.
# (default: the value set in the setting "Escoria/UI/Default Dialog Type")
#
# The text supports translation keys by prepending the key followed by
# a colon (`:`) to the text.
# For more details see: https://docs.escoria-framework.org/en/devel/getting_started/dialogs.html#translations
#
# Playing an audio file while the text is being
# displayed is also supported by this mechanism.
# For more details see: https://docs.escoria-framework.org/en/devel/getting_started/dialogs.html#recorded_speech
#
# Example: `say player ROOM1_PICTURE:"Picture's looking good."`
#
# @ESC
extends ESCBaseCommand
class_name SayCommand
const CURRENT_PLAYER_KEYWORD = "CURRENT_PLAYER"
var globals_regex : RegEx # Regex to match global variables in strings
# Constructor
func _init() -> void:
globals_regex = RegEx.new()
# Use look-ahead/behind to capture the term (i.e. global) in braces
globals_regex.compile("(?<=\\{)(.*)(?=\\})")
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_STRING],
[
null,
null,
""
],
[
true,
false,
true
]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if arguments[0].to_upper() != CURRENT_PLAYER_KEYWORD \
and not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: Invalid object: Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var dict: Dictionary
escoria.current_state = escoria.GAME_STATE.DIALOG
if !escoria.dialog_player:
escoria.logger.error(
self,
"[%s]: No dialog player was registered and the say command was encountered."
% get_command_name()
)
escoria.current_state = escoria.GAME_STATE.DEFAULT
return ESCExecution.RC_ERROR
if not escoria.main.current_scene.player:
escoria.logger.warn(
self,
"[%s]: No player item in the current scene was registered and the say command was encountered."
% get_command_name()
)
escoria.current_state = escoria.GAME_STATE.DEFAULT
return ESCExecution.RC_CANCEL
# Replace the names of any globals in "{ }" with their value
command_params[1] = escoria.globals_manager.replace_globals(command_params[1])
var speaking_character_global_id = escoria.main.current_scene.player.global_id \
if command_params[0].to_upper() == CURRENT_PLAYER_KEYWORD \
else command_params[0]
escoria.dialog_player.say(
speaking_character_global_id,
command_params[2],
command_params[1]
)
yield(escoria.dialog_player, "say_finished")
escoria.current_state = escoria.GAME_STATE.DEFAULT
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

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@@ -1,69 +0,0 @@
# `sched_event time object event`
#
# Schedules an event to run at a later time.
#
# If another event is already running when the scheduled
# event is supposed to start, execution of the scheduled event
# begins when the already-running event ends.
#
# **Parameters**
#
# - *time*: Time in seconds until the scheduled event starts
# - *object*: Global ID of the ESCItem that holds the ESC script
# - *event*: Name of the event to schedule
#
# @ESC
extends ESCBaseCommand
class_name SchedEventCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[TYPE_INT, TYPE_STRING, TYPE_STRING],
[null, null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[1]]
)
return false
elif not escoria.object_manager.get_object(arguments[1]).events\
.has(arguments[2]):
escoria.logger.error(
self,
"[%s]: invalid object event. Object with global id %s has no event %s."
% [
get_command_name(),
arguments[1],
arguments[2],
]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.event_manager.schedule_event(
escoria.object_manager.get_object(command_params[1])\
.events[command_params[2]],
command_params[0]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

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@@ -1,50 +0,0 @@
# `set_active object active`
#
# Changes the "active" state of the object.
# Inactive objects are invisible in the room.
#
# **Parameters**
#
# - *object* Global ID of the object
# - *active* Whether `object` should be active. `active` can be `true` or `false`.
#
# @ESC
extends ESCBaseCommand
class_name SetActiveCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_BOOL],
[null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.object_manager.get_object(command_params[0]).active = \
command_params[1]
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,41 +0,0 @@
# `set_active_if_exists object active`
#
# *** FOR INTERNAL USE ONLY ***
#
# Changes the "active" state of the object in the current room if it currently
# exists in the object manager. If it doesn't, then, unlike set_active, we don't
# fail and we just carry on.
#
# Inactive objects are invisible in the room.
#
# **Parameters**
#
# - *object* Global ID of the object
# - *active* Whether `object` should be active. `active` can be `true` or `false`.
#
# @ESC
extends ESCBaseCommand
class_name SetActiveIfExistsCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_BOOL],
[null, null]
)
# Run the command
func run(command_params: Array) -> int:
if escoria.object_manager.has(command_params[0]):
escoria.object_manager.get_object(command_params[0]).active = \
command_params[1]
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,79 +0,0 @@
# `set_angle object target_degrees [wait]`
#
# Turns a movable `ESCItem` or `ESCPlayer` to face a given target direction.
#
# Angles 0 and 360 are the same and correspond to UP/NORTH,
# 90 is RIGHT/EAST, 180 is DOWN/SOUTH, 270 is LEFT/WEST etc.
# The rotation direction will be determined by the shortest path - e.g.
# rotating from facing up (0 degrees) to left (270) will be a 90 degree turn
# anti-clockwise rather than a 270 degree clockwise turn.
#
# The final animation used is determined by the directions which have
# been configured for the object. If the item has a direction configured which
# has been drawn to show it facing to the right, and this direction has been
# defined to cover the angle from 45 to 135 degrees, setting the target angle
# to 120 degrees will result in the right-facing animation being used.
#
# The number of intermediate animations shown while turning the
# item will depend on the directions specified in the item's definition. A 16
# direction character will turn through 8 different directions to turn 180
# degrees, a 4 direction character only 2. The wait time will determine how
# long the idle animation for each direction is played before using the next
# direction's animation. As such, if wait was set to 1 second, a 16 direction
# character would take 8 seconds to turn 180 degrees, a 4 direction character
# would take 2 seconds.
#
# **Parameters**
#
# - *object*: Global ID of the object to turn
# - *target_degrees*: Number of degrees by which `object` is to be turned
# - *wait*: Number of seconds to wait for while playing each animation occurring
# between the current angle of `object` and the target angle. A value of
# `0` will complete the turn immediately (default: `0`)
#
# @ESC
extends ESCBaseCommand
class_name SetAngleCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, [TYPE_REAL, TYPE_INT], [TYPE_REAL, TYPE_INT]],
[null, null, 0.0]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
# HACK Countering the fact that angle_to_point() function gives
# angle against X axis not Y, we need to check direction using (angle-90°).
# Since the ESC command already gives the right angle, we add 90.
escoria.object_manager.get_object(command_params[0]).node\
.set_angle(
wrapi(int(command_params[1]) + 90, 0, 360),
command_params[2]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,77 +0,0 @@
# `set_animations object animations`
#
# Sets the animation resource for the given `ESCPlayer` or movable `ESCItem`.
#
# **Parameters**
#
# - *object*: Global ID of the object whose animation resource is to be updated
# - *animations*: The path of the animation resource to use
#
# @ESC
extends ESCBaseCommand
class_name SetAnimationsCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING],
[null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
if not ResourceLoader.exists(arguments[1]):
escoria.logger.error(
self,
"[%s]: invalid animation resource. The animation resource %s was not found."
% [get_command_name(), arguments[1]]
)
return false
(escoria.object_manager.get_object(arguments[0]).node as ESCPlayer).validate_animations(load(arguments[1]))
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(command_params[0]).node as ESCPlayer)\
.animations = load(command_params[1])
if not escoria.globals_manager.has(
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
):
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES,
{},
true
)
var animations = escoria.globals_manager.get_global(
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES
)
animations[command_params[0]] = command_params[1]
escoria.globals_manager.set_global(
escoria.room_manager.GLOBAL_ANIMATION_RESOURCES,
animations,
true
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,61 +0,0 @@
# `set_global name value [force=false]`
#
# Changes the value of a global.
#
# **Parameters**
#
# - *name*: Name of the global
# - *value*: Value to set the global to (can be of type string, boolean, integer
# or float)
# - *force*: if false, setting a global whose name is reserved will
# trigger an error. Defaults to false. Reserved globals are: ESC_LAST_SCENE,
# FORCE_LAST_SCENE_NULL, ANIMATION_RESOURCES, ESC_CURRENT_SCENE
#
# @ESC
extends ESCBaseCommand
class_name SetGlobalCommand
const ILLEGAL_STRINGS = ["/"]
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, [TYPE_INT, TYPE_BOOL, TYPE_STRING], TYPE_BOOL],
[null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
for s in ILLEGAL_STRINGS:
if s in arguments[0]:
escoria.logger.error(
self,
"[%s]: invalid global variable. Global variable %s cannot contain the string '%s'."
% [get_command_name(), arguments[0], s]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.globals_manager.set_global(
command_params[0],
command_params[1],
command_params[2]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,38 +0,0 @@
# `set_globals pattern value`
#
# Changes the value of multiple globals using a wildcard pattern, where `*`
# matches zero or more arbitrary characters and `?` matches any single
# character except a period (".").
#
# **Parameters**
#
# - *pattern*: Pattern to use to match the names of the globals to change
# - *value*: Value to set (can be of type string, boolean, integer or float)
#
# @ESC
extends ESCBaseCommand
class_name SetGlobalsCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, [TYPE_BOOL, TYPE_STRING, TYPE_INT]],
[null, null]
)
# Run the command
func run(command_params: Array) -> int:
escoria.globals_manager.set_global_wildcard(
command_params[0],
command_params[1]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,35 +0,0 @@
# `set_gui_visible visible`
#
# Show or hide the GUI.
#
# **Parameters**
#
# - *visible*: Whether the GUI should be visible (`true` or `false`)
#
# @ESC
extends ESCBaseCommand
class_name SetGuiVisibleCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[TYPE_BOOL],
[null]
)
# Run the command
func run(command_params: Array) -> int:
if command_params[0]:
escoria.main.current_scene.game.show_ui()
else:
escoria.main.current_scene.game.hide_ui()
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,49 +0,0 @@
# `set_interactive object interactive`
#
# Sets whether an object is interactive.
#
# **Parameters**
#
# - *object*: Global ID of the object to change
# - *interactive*: Whether the object should be interactive
#
# @ESC
extends ESCBaseCommand
class_name SetInteractiveCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_BOOL],
[null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
escoria.object_manager.get_object(command_params[0]).interactive = \
command_params[1]
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,47 +0,0 @@
# `set_speed object speed`
#
# Sets the speed of a `ESCPlayer` or movable `ESCItem`.
#
# **Parameters**
#
# - *object*: Global ID of the `ESCPlayer` or movable `ESCItem`
# - *speed*: Speed value for `object` in pixels per second.
#
# @ESC
extends ESCBaseCommand
class_name SetSpeedCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_INT],
[null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(command_params[0]).node as ESCItem).\
set_speed(command_params[1])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,62 +0,0 @@
# `set_state object state [immediate]`
#
# Changes the state of `object` to the one specified.
# This command is primarily used to play animations.
#
# If the specified object's associated animation player has an animation
# with the same name, that animation is also played.
#
# When the "state" of the object is set - for example, a door may be set
# to a "closed" state - this plays the matching "close" animation if one exists
# (to show the door closing in the game). When you re-enter the room (via a
# different entry), or restore a saved game, the state of the door object
# will be restored - showing the door as a closed door.
#
# **Parameters**
#
# - *object*: Global ID of the object whose state is to be changed
# - *immediate*: If an animation for the state exists, specifies
# whether it is to skip to the last frame. Can be `true` or `false`.
#
# @ESC
extends ESCBaseCommand
class_name SetStateCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
[null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid object. Object %s not found."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(command_params[0]) as ESCObject).set_state(
command_params[1],
command_params[2]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,77 +0,0 @@
# `show_menu menu_type`
#
# Shows either the main menu or the pause menu. Transitions to the menu using
# the default transition type (set in the Escoria project settings).
#
# **Parameters**
#
# - *menu_type*: Which menu to show. Can be either `main` or `pause` (default: `main`)
#
# @ESC
extends ESCBaseCommand
class_name ShowMenuCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
0,
[TYPE_STRING],
["main"]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not arguments[0] in ["main", "pause"]:
escoria.logger.error(
self,
"[%s]: menu %s is invalid." % [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
if not escoria.game_scene.is_inside_tree():
escoria.add_child(escoria.game_scene)
# Transition out from current scene
var transition_id = escoria.main.scene_transition.transition(
"",
ESCTransitionPlayer.TRANSITION_MODE.OUT
)
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
while yield(
escoria.main.scene_transition,
"transition_done"
) != transition_id:
pass
if command_params[0] == "main":
escoria.game_scene.show_main_menu()
elif command_params[0] == "pause":
escoria.game_scene.pause_game()
# Transition in to menu
transition_id = escoria.main.scene_transition.transition()
if transition_id != ESCTransitionPlayer.TRANSITION_ID_INSTANT:
while yield(
escoria.main.scene_transition,
"transition_done"
) != transition_id:
pass
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,122 +0,0 @@
# `slide object target [speed]`
#
# Moves `object` towards the position of `target`. This command is
# non-blocking.
#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *speed*: The speed at which to slide in pixels per second (will default to
# the speed configured on the `object`)
#
# **Warning** This command does not respect the room's navigation polygons, so
# `object` can be moved even when outside walkable areas.
#
# @ESC
extends ESCBaseCommand
class_name SlideCommand
# A hash of tweens currently active for animated items
var _tweens: Dictionary
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_INT],
[null, null, -1]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid first object. Object with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: invalid second object. Object with global id %s not found."
% [get_command_name(), arguments[1]]
)
return false
return true
# Slide the object by generating a tween
#
# #### Parameters
#
# - *source*: The item to slide
# - *destination*: The destination item to slide to
# - *speed*: The speed at which to slide in pixels per second (will default to
# the speed configured on the `object`)
#
#
# **Returns** The generated (and started) tween
func _slide_object(
source: ESCObject,
destination: ESCObject,
speed: int = -1
) -> Tween:
if speed == -1:
speed = source.node.speed
if _tweens.has(source.global_id):
var tween = (_tweens.get(source.global_id) as Tween)
tween.stop_all()
if (escoria.main as Node).has_node(tween.name):
(escoria.main as Node).remove_child(tween)
var tween = Tween.new()
(escoria.main as Node).add_child(tween)
tween.connect("tween_completed", self, "_on_tween_completed")
var duration = source.node.position.distance_to(
destination.node.position
) / speed
tween.interpolate_property(
source.node,
"global_position",
source.node.global_position,
destination.node.global_position,
duration
)
tween.start()
_tweens[source.global_id] = tween
return tween
# Run the command
func run(command_params: Array) -> int:
_slide_object(
escoria.object_manager.get_object(command_params[0]),
escoria.object_manager.get_object(command_params[1]),
command_params[2]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
for tween in _tweens:
tween.stop_all()
func _on_tween_completed(tween: Tween, _key: NodePath):
if tween:
tween.queue_free()

View File

@@ -1,32 +0,0 @@
# `slide_block object target [speed]`
#
# Moves `object` towards the position of `target`. This command is
# blocking.
#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *speed*: The speed at which to slide in pixels per second (will default to
# the speed configured on the `object`)
#
# **Warning** This command does not respect the room's navigation polygons, so
# `object` can be moved even when outside walkable areas.
#
# @ESC
extends SlideCommand
class_name SlideBlockCommand
# Run the command
func run(command_params: Array) -> int:
var tween = _slide_object(
escoria.object_manager.get_object(command_params[0]),
escoria.object_manager.get_object(command_params[1]),
command_params[2]
)
yield(tween, "tween_all_completed")
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
.interrupt()

View File

@@ -1,95 +0,0 @@
# `spawn identifier path [is_active] [position_target]`
#
# Programmatically adds a new item to the scene.
#
# **Parameters**
#
# - *identifier*: Global ID to use for the new object
# - *path*: Path to the scene file of the object
# - *is_active*: Whether the new object should be set to active (default: `true`)
# - *position_target*: Global ID of another object that will be used to
# position the new object (when omitted, the new object's position is not specified)
#
# @ESC
extends ESCBaseCommand
class_name SpawnCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_BOOL, TYPE_STRING],
[null, null, true, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if arguments[0].empty() \
or arguments[0] in escoria.object_manager.RESERVED_OBJECTS:
escoria.logger.error(
self,
"[%s]: global_id (%s) is invalid. The global_id was either empty or is reserved."
% [get_command_name(), arguments[0]]
)
return false
if not ResourceLoader.exists(arguments[1]):
escoria.logger.error(
self,
"[%s]: Invalid scene path: %s not found."
% [get_command_name(), arguments[1]]
)
return false
if arguments[3] and not escoria.object_manager.has(arguments[3]):
escoria.logger.error(
self,
"[%s]: invalid object: Object with global id %s not found."
% [get_command_name(), arguments[3]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var res_scene = escoria.resource_cache.get_resource(command_params[1])
# Load room scene
var scene = res_scene.instance()
if scene:
escoria.main.get_node("/root").add_child(scene)
if command_params[3]:
var obj = escoria.object_manager.get_object(command_params[3])
scene.set_position(obj.get_global_position())
escoria.inputs_manager.hotspot_focused = ""
escoria.object_manager.register_object(
ESCObject.new(
command_params[0],
scene
),
null,
true
)
escoria.object_manager.get_object(command_params[0]).active = \
command_params[2]
else:
escoria.logger.error(
self,
"[%s]: Invalid scene. Failed to load scene %s."
% [get_command_name(), command_params[1]]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,29 +0,0 @@
# `stop`
#
# Stops the current event's execution. Note that this will stop the current
# script entirely - if you're within a conditional block, the code after the
# conditional block will not be executed.
#
# @ESC
extends ESCBaseCommand
class_name StopCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
0,
[],
[]
)
# Run the command
func run(command_params: Array) -> int:
return ESCExecution.RC_CANCEL
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,68 +0,0 @@
# `stop_snd [audio_bus]`
#
# Stops the given audio bus's stream.
#
# By default there are 3 audio buses set up by Escoria : `_sound`, which is
# used to play non-looping sound effects; `_music`, which plays looping music;
# and `_speech`, which plays non-looping voice files (default: `_music`).
#
# Each simultaneous sound (e.g. multiple game sound effects) will require its
# own bus. To create additional buses, see the Godot sound documentation :
# [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses)
#
# **Parameters**
#
# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
# audio bus you have created.)
#
# @ESC
extends ESCBaseCommand
class_name StopSndCommand
# The specified sound player
var _snd_player: String
# The previous sound state, saved for interrupting
var previous_snd_state: String
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
0,
[TYPE_STRING],
["_music"]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid sound player. Sound player %s not registered."
% [get_command_name(), arguments[0]]
)
return false
_snd_player = arguments[0]
return true
# Run the command
func run(command_params: Array) -> int:
previous_snd_state = escoria.object_manager.get_object(command_params[0]).node.state
escoria.object_manager.get_object(command_params[0]).node.set_state(
"off"
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.object_manager.get_object(_snd_player).node.set_state(
previous_snd_state
)

View File

@@ -1,68 +0,0 @@
# `teleport object target`
#
# Instantly moves an object to a new position.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the object to use as the destination coordinates
# for `object`
#
# @ESC
extends ESCBaseCommand
class_name TeleportCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING],
[null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid first object. Object to teleport with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
if not (escoria.object_manager.get_object(arguments[0]).node as ESCItem):
escoria.logger.error(
self,
"[%s]: invalid first object. Object to teleport with global id %s must be of or derived from type ESCItem."
% [get_command_name(), arguments[0]]
)
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: invalid second object. Destination location to teleport to with global id %s not found."
% [get_command_name(), arguments[1]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(command_params[0]).node as ESCItem) \
.teleport(
escoria.object_manager.get_object(command_params[1]).node
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,62 +0,0 @@
# `teleport_pos object x y`
#
# Instantly moves an object to the specified (absolute) coordinates.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *x*: X-coordinate of destination position
# - *y*: Y-coordinate of destination position
#
# @ESC
extends ESCBaseCommand
class_name TeleportPosCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[TYPE_STRING, TYPE_INT, TYPE_INT],
[null, null, null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid first object. Object to teleport with global id %s not found."
% [get_command_name(), arguments[0]]
)
return false
if not (escoria.object_manager.get_object(arguments[0]).node as ESCItem):
escoria.logger.error(
self,
"[%s]: invalid first object. Object to teleport with global id %s must be of or derived from type ESCItem."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(command_params[0]).node as ESCItem) \
.teleport_to(
Vector2(int(command_params[1]), int(command_params[2])
)
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,90 +0,0 @@
# `transition transition_name mode [delay]`
#
# Runs a transition effect - generally used when entering or leaving a room.
# Transitions are implemented as Godot shaders. Custom transitions can be made
# by creating a shader in the `game/scenes/transitions/shaders/` folder within
# the escoria-core plugin folder.
#
# **Parameters**
#
# - *transition_name*: Name of the transition shader from one of the transition
# directories
# - *mode*: Set to `in` to transition into or `out` to transition out of the room
# - *delay*: Delay in seconds before starting the transition (default: `1.0`)
#
# @ESC
extends ESCBaseCommand
class_name TransitionCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_REAL],
[null, null, 1.0]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.main.scene_transition.has_transition(arguments[0]) \
and not arguments[0].empty():
escoria.logger.error(
self,
"[%s]: argument invalid. Transition with name '%s' doesn't exist."
% [get_command_name(), arguments[0]]
)
return false
if not arguments[1] in ["in", "out"]:
escoria.logger.error(
self,
"[%s]: argument invalid" +
"Transition type 'in' or 'out' expected, but '%s' was provided."
% [get_command_name(), arguments[1]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
var transition_id = escoria.main.scene_transition.transition(
command_params[0],
ESCTransitionPlayer.TRANSITION_MODE.OUT if command_params[1] == "out" \
else ESCTransitionPlayer.TRANSITION_MODE.IN,
command_params[2]
)
if transition_id == ESCTransitionPlayer.TRANSITION_ID_INSTANT:
escoria.logger.debug(
self,
"Performing instant transition."
)
escoria.main.scene_transition.reset_shader_cutoff()
return ESCExecution.RC_OK
escoria.logger.debug(
self,
"Starting transition #%s [%s, %s]."
% [transition_id, command_params[0], command_params[1]]
)
while yield(
escoria.main.scene_transition,
"transition_done"
) != transition_id:
pass
escoria.logger.debug(
self,
"Ending transition #%s [%s, %s]."
% [transition_id, command_params[0], command_params[1]])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
# Do nothing
pass

View File

@@ -1,79 +0,0 @@
# `turn_to object object_to_face [wait]`
#
# Turns `object` to face another object.
#
# Unlike movement commands, `turn_to` will not automatically reference an
# `ESCLocation` that is a child of an `ESCItem.`
# To turn towards an `ESCLocation` that is a child of an `ESCItem`, give the
# `ESCLocation` a `Global ID` and use this value as the `object_to_face`
# parameter.
#
# While turning, the number of directions the item faces will depend on
# the number of `directions` defined for the object. A 16 direction character
# for example will display 8 directions of animation while turning to face an
# object that is 180 degrees away, a 4 direction character would only face 2
# directions to make the same turn. As the idle animation will be played for
# `wait` seconds for each direction the object faces, a 16 direction character
# would take 8 seconds to rotate 180 degrees with a 1 second `wait` time,
# whereas a 4 direction character would only take 2 seconds to make the same
# rotation.
#
# **Parameters**
#
# - *object*: Global ID of the object to be turned
# - *object_to_face*: Global ID of the object to turn towards
# - *wait*: Length of time to wait in seconds for each intermediate angle.
# If set to 0, the turnaround is immediate (default: `0`)
#
# @ESC
extends ESCBaseCommand
class_name TurnToCommand
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_REAL],
[null, null, 0.0]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: Cannot turn \"%s\". Object not found."
% [get_command_name(), arguments[0]]
)
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: Cannot turn \"%s\" towards \"%s\". \"%s\" was not found."
% [get_command_name(), arguments[0], arguments[1] , arguments[1]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(command_params[0]).node as ESCItem)\
.turn_to(
escoria.object_manager.get_object(command_params[1]).node,
command_params[2]
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
escoria.logger.debug(
self,
"[%s] interrupt() function not implemented." % get_command_name()
)

View File

@@ -1,58 +0,0 @@
# `wait seconds`
#
# Blocks execution of the current event.
#
# **Parameters**
#
# - *seconds*: Number of seconds to block
#
# @ESC
extends ESCBaseCommand
class_name WaitCommand
# Timer to wait for
var timer: Timer
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
1,
[[TYPE_INT, TYPE_REAL]],
[null]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
# We can't wait for 0 or fewer seconds, now, can we?
if arguments[0] <= 0.0:
escoria.logger.error(
self,
"[%s]: argument invalid. %s is an invalid amount of time to wait (must be positive)."
% [get_command_name(), arguments[0]]
)
return false
return true
# Run the command
func run(command_params: Array) -> int:
timer = Timer.new()
timer.wait_time = float(command_params[0])
escoria.add_child(timer)
timer.start()
yield(timer, "timeout")
escoria.remove_child(timer)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if timer == null:
return
timer.emit_signal("timeout")

View File

@@ -1,77 +0,0 @@
# `walk object target [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
# ESCItem's location while playing `object`'s walking animation. This command
# is non-blocking.
# This command will use the normal walk speed by default.
# If the `target` ESCItem has a child ESCLocation node, the walk destination
# will be the position of the ESCLocation.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`)
# (default: false)
#
# @ESC
extends ESCBaseCommand
class_name WalkCommand
# Walking object
var walking_object_node: ESCItem
# Target object
var target_object_node: ESCObject
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
[null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid first object. The object with global id %s to make walk was not found."
% [get_command_name(), arguments[0]]
)
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: invalid second object. The object to walk to with global id %s was not found."
% [get_command_name(), arguments[1]]
)
return false
walking_object_node = (escoria.object_manager.get_object(
arguments[0]).node as ESCItem
)
target_object_node = escoria.object_manager.get_object(arguments[1])
return true
# Run the command
func run(command_params: Array) -> int:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
command_params
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if walking_object_node != null:
walking_object_node.stop_walking_now()

View File

@@ -1,79 +0,0 @@
# `walk_block object target [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
# ESCItem's location while playing `object`'s walking animation. This command
# is blocking.
# This command will use the normal walk speed by default.
# If the `target` ESCItem has a child ESCLocation node, the walk destination
# will be the position of the ESCLocation.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *target*: Global ID of the target object
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`).
# (default: false)
#
# @ESC
extends ESCBaseCommand
class_name WalkBlockCommand
# Walking object
var walking_object_node: ESCItem
# Target object
var target_object_node: ESCObject
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
[null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid first object. The object to make walk with global id %s was not found."
% [get_command_name(), arguments[0]]
)
return false
if not escoria.object_manager.has(arguments[1]):
escoria.logger.error(
self,
"[%s]: invalid second object. The object to walk to with global id %s was not found."
% [get_command_name(), arguments[1]]
)
return false
walking_object_node = (escoria.object_manager.get_object(
arguments[0]).node as ESCItem
)
target_object_node = escoria.object_manager.get_object(arguments[1])
return true
# Run the command
func run(command_params: Array) -> int:
escoria.action_manager.do(
escoria.action_manager.ACTION.BACKGROUND_CLICK,
command_params
)
yield(walking_object_node, "arrived")
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if walking_object_node != null and is_instance_valid(walking_object_node) \
and not walking_object_node is ESCPlayer:
walking_object_node.stop_walking_now()

View File

@@ -1,65 +0,0 @@
# `walk_to_pos object x y [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the absolute
# coordinates provided while playing the `object`'s walking animation.
# This command is non-blocking.
# This command will use the normal walk speed by default.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *x*: X-coordinate of target position
# - *y*: Y-coordinate of target position
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`).
# (default: false)
#
# @ESC
extends ESCBaseCommand
class_name WalkToPosCommand
# Walking object
var walking_object_node: ESCItem
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[TYPE_STRING, TYPE_INT, TYPE_INT, TYPE_BOOL],
[null, null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid first object. The object to make walk with global id %s was not found."
% [get_command_name(), arguments[0]]
)
return false
walking_object_node = (escoria.object_manager.get_object(
arguments[0]).node as ESCItem
)
return true
# Run the command
func run(command_params: Array) -> int:
escoria.action_manager.do(escoria.action_manager.ACTION.BACKGROUND_CLICK, [
command_params[0],
Vector2(command_params[1], command_params[2]), command_params[3]
])
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if walking_object_node != null and not walking_object_node is ESCPlayer:
walking_object_node.stop_walking_now()

View File

@@ -1,69 +0,0 @@
# `walk_to_pos_block object x y [walk_fast]`
#
# Moves the specified `ESCPlayer` or movable `ESCItem` to the absolute
# coordinates provided while playing the `object`'s walking animation.
# This command is blocking.
# This command will use the normal walk speed by default.
#
# **Parameters**
#
# - *object*: Global ID of the object to move
# - *x*: X-coordinate of target position
# - *y*: Y-coordinate of target position
# - *walk_fast*: Whether to walk fast (`true`) or normal speed (`false`).
# (default: false)
#
# @ESC
extends ESCBaseCommand
class_name WalkToPosBlockCommand
# Walking object
var walking_object_node: ESCItem
# Return the descriptor of the arguments of this command
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
3,
[TYPE_STRING, TYPE_INT, TYPE_INT, TYPE_BOOL],
[null, null, null, false]
)
# Validate whether the given arguments match the command descriptor
func validate(arguments: Array):
if not .validate(arguments):
return false
if not escoria.object_manager.has(arguments[0]):
escoria.logger.error(
self,
"[%s]: invalid first object. The object to make walk with global id %s was not found."
% [get_command_name(), arguments[0]]
)
return false
walking_object_node = (escoria.object_manager.get_object(
arguments[0]).node as ESCItem
)
return true
# Run the command
func run(command_params: Array) -> int:
escoria.action_manager.do(escoria.action_manager.ACTION.BACKGROUND_CLICK, [
command_params[0],
Vector2(command_params[1], command_params[2]), command_params[3]
])
yield(
(escoria.object_manager.get_object(command_params[0]).node as ESCItem),
"arrived"
)
return ESCExecution.RC_OK
# Function called when the command is interrupted.
func interrupt():
if walking_object_node != null and not walking_object_node is ESCPlayer:
walking_object_node.stop_walking_now()

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