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799 Commits

Author SHA1 Message Date
c6a7ab376e fix(scoreboard): show more than 25 scores, fixes #278
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2025-12-29 19:57:35 +01:00
738b60248d fix(animations): godot autofixes 2025-11-23 18:33:42 +01:00
56b3007400 feat(escoria): Update Patches 2025-11-23 18:22:29 +01:00
2252a80bb9 feat(i18n): EN fixes.
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2025-11-12 01:19:53 +01:00
29c9cd4828 feat(scoreboard): Label with note. 2025-11-12 01:19:23 +01:00
6d426fe4fb feat(save): new savegames for post-intro and con ajo 2025-11-12 00:30:53 +01:00
e5259f500f feat(build): Fix patches conflict. Merged audio PR with conflicting ones
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2025-11-12 00:05:32 +01:00
d99320fcc8 fix(web): submit score params in path, hopefully fixes #270
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2025-11-11 23:16:33 +01:00
44d838fedf feat(i18n): French fixes 2025-11-11 23:12:24 +01:00
8e0f13a10c feat(build): Update patches & rejected files list. 2025-11-11 22:12:03 +01:00
8aacb4b615 fix(web): refresh page if service worker was installed, fixes #267 2025-11-11 20:53:47 +01:00
990acac845 chore: cleanup 2025-11-11 20:07:44 +01:00
af6ae3e137 uids 2025-11-11 20:00:19 +01:00
72f2d1b091 i18n 2025-11-11 15:08:55 +01:00
7f380e7ccd feat(i18n): Credits fix EN. Closes #157
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2025-11-11 01:08:53 +01:00
cfe374f350 feat(i18n): Credits #157 2025-11-11 01:07:56 +01:00
93f2651889 feat(i18n): Missing translations #157 2025-11-11 00:57:22 +01:00
acc55fb462 feat(build): exe artifact 2025-11-10 02:13:19 +01:00
33b9af05d9 feat(build): Windows export.
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2025-11-10 01:38:11 +01:00
12c4167c23 feat(i18n): Generate translations #157 2025-11-09 21:57:49 +01:00
d01336a938 feat(i18n): Remove english #157 2025-11-09 20:55:02 +01:00
cb5acb0a0d feat(rtmi): Remove inventory shadow
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2025-11-09 18:48:12 +01:00
34e5cdb80f feat(scoreboard): Changed submit score url. #266 2025-11-09 18:43:23 +01:00
8337f3d150 fix(video): Acortar intro. Closes #265 2025-11-09 18:10:14 +01:00
94c0363156 feat(i18n): basque corrections by Naiara 2025-11-09 17:59:12 +01:00
c9fee9ad87 feat(achievements): i18n #253 2025-11-09 17:27:20 +01:00
279fd91aa1 feat(achievements): Remove timer from pause menu. #253 2025-11-09 17:20:11 +01:00
481c7993c4 Web thread export. #254
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2025-11-09 16:10:41 +01:00
080ea1dfe1 fix(sounds): Bajar fregaderos. Closes #256 2025-11-09 15:50:00 +01:00
01835d0a4e feat(achievements) Summary menu. #253 2025-11-09 15:34:00 +01:00
981df00da2 fix(build): Key env var #263 2025-11-09 15:34:00 +01:00
ed20451c36 feat(credits): Fade all elements. 2025-11-09 15:34:00 +01:00
1c74528184 feat(achievements): new achievement hambrientas, closes #261 2025-11-09 15:33:24 +01:00
2f1971c52a feat(i18n): some eu translations 2025-11-09 15:22:27 +01:00
e5949dc0cf fix(story): horn was not visible in intro, fixes #255 2025-11-09 15:05:25 +01:00
67228746b5 fix(speech): fix cut audio, fixes #259 2025-11-09 15:01:45 +01:00
9eec24157d fix(speech): fix missing audio, fixes #260 2025-11-09 14:50:12 +01:00
021c862f7b feat(romer): only smart people will get romero, closes #257 2025-11-09 14:37:15 +01:00
3fa3f48476 fix(rtmi): Layer order.
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2025-11-08 20:48:12 +01:00
d03c46fb33 fix(rtmi-ui): no quit button on web, fixes #251
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2025-11-08 20:31:16 +01:00
3d0b68a280 fix(rtmi): Hide dialog on pause. #252 2025-11-08 20:24:33 +01:00
bd93904bcb fix(rtmi): Always show buttons. #252 2025-11-08 20:06:48 +01:00
3d9445a40a fix(rtmi): Always show buttons. #252 2025-11-08 20:06:12 +01:00
0b63c25df1 fix(rtmi-ui): ugly hack for menu/fullscreen/music buttons 2025-11-08 20:04:44 +01:00
173dc4e01c fix(i18n): tilde 2025-11-08 19:12:40 +01:00
a889dca375 feat(i18n): credits placeholders
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2025-11-08 18:41:01 +01:00
39d14cb7de feat(rtmi): Unify icon width, tweak exit fullscreen. 2025-11-08 18:40:08 +01:00
1266cc3355 feat(publish): Itch.io logo 2025-11-08 18:40:08 +01:00
39bf0d68e0 feat(dev): Achievement unlocker. 2025-11-08 18:40:08 +01:00
9406706a83 fix(rtmi): Load game dont hide buttons. 2025-11-08 18:40:08 +01:00
179883ef30 feat(story): perfect score 2025-11-08 18:27:42 +01:00
31f04e5881 feat(story): reworked palestina dialog 2025-11-08 18:08:52 +01:00
b5365d3644 featu(build): Fix api path
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2025-11-08 17:33:16 +01:00
ded7845f58 chore: clean up video audios.
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2025-11-08 17:06:43 +01:00
1776aec8e7 feat(build): Create api.cfg #215 2025-11-08 17:03:48 +01:00
0f26eb81b8 feat(speech): remaining audios 2025-11-08 16:54:20 +01:00
53dd4e2c98 fix(i18n): some literals 2025-11-08 15:12:00 +01:00
af10e24f76 feat(videos): Intro y amenazas. #237 2025-11-08 15:11:18 +01:00
0b8ad8ad6f feat(build): Multiline fix
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2025-11-08 15:00:32 +01:00
a96e4adb15 feat(video): Compress & normalize videos. #237 2025-11-08 14:58:11 +01:00
3214b86f8b feat(credits): new text for score and perfect score 2025-11-08 14:09:05 +01:00
bbd55efc1e feat(achievements): Perfect global. 2025-11-08 13:50:35 +01:00
3c938e561c feat(intro): play music after selectin language 2025-11-08 13:39:54 +01:00
dd70792769 fix(audio): intro song was cut in last commit 2025-11-08 13:33:54 +01:00
aa08e66a39 feat(music): increase pause and intro menu songs 2025-11-08 13:11:53 +01:00
43c3106158 fix(audio): music volume to 0.35 and ambient to 0.5, closes #237 2025-11-08 12:46:37 +01:00
fa571f9b9f feat(license): added LICENSE AND COPYING 2025-11-08 11:43:32 +01:00
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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2025-11-03 02:19:51 +01:00
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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2025-11-02 01:30:17 +01:00
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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2025-10-29 03:28:21 +01:00
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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2025-10-26 21:24:44 +01:00
c0bc458440 feat(build) Fix touch. #203
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6b9b57dbd4 feat(build) ensure verions.txt exists. #203
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2025-10-26 21:14:45 +01:00
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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2025-10-26 20:35:59 +01:00
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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2025-10-26 04:59:53 +01:00
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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6e7a5e82a7 cocina delante depth
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64a362f384 connect rooms
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916c4003be max 128 inventory images
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a3cb90b96b workflows
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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
2157 changed files with 26610 additions and 52567 deletions

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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

View File

@@ -0,0 +1,9 @@
## Changes
## Notes
## How to test

View File

@@ -0,0 +1,39 @@
name: Gymkhana exports
run-name: ${{ gitea.actor }} is building Gymkhanikas 🚀
on:
push:
branches:
- 'release/*'
- '!main'
env:
GODOT_VERSION: 4.5
EXPORT_NAME: LasGymkhanikasDeUli
PROJECT_PATH: .
APPWRITE_API_KEY: "${{ secrets.APPWRITE_API_KEY }}"
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: 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
build/**/*.exe

2
.github/CODEOWNERS vendored
View File

@@ -1,2 +0,0 @@
# Escoria developers own the code
* @StraToN @BHSDuncan @balloonpopper

View File

@@ -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"

View File

@@ -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"

View File

@@ -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

View File

@@ -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
}

File diff suppressed because it is too large Load Diff

674
COPYING Normal file
View File

@@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
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The licenses for most software and other practical works are designed
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the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
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To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
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For example, if you distribute copies of such a program, whether
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Developers that use the GNU GPL protect your rights with two steps:
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but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
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The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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

40
LICENSE
View File

@@ -1,7 +1,39 @@
Copyright (c) 2012-2020 Juan Linietsky, Ariel Manzur.
SOURCE CODE OF THIS GAME IS LICENSED UNDER GPL VERSION 3 (or later):
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
************************************************************************************
ALL THE MULTIMEDIA ASSETS (TEXT, IMAGES, AUDIO AND VIDEO) ARE LICENSED UNDER CREATIVE COMMONS ATTRIBUTION-NONCOMMERCIAL-SHAREALIKE 4.0 (except the Leve Palestina song and Morpheus' voice in Spanish version of Matrix):
Las Gymkhanikas de Uli © 2025 by Uliwood Studios is licensed under CC BY-NC-SA 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/
************************************************************************************
THIS GAME USES ESCORIA FRAMEWORK AND IS BASED ON ESCORIA DEMO GAME. BOTH HAVE THE FOLLOWING LICENSE:
MIT License
Copyright (c) 2021 Escoria framework
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

View File

@@ -1,63 +1,39 @@
# 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).
## Audio exports
- Speech: Quality: 5, 11.000khz, mono
- Music: Quality: 9, 44.100khz, stereo
This is the demo game that acts as a testing ground for future Escoria development and a general showcase of its features.
## 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~~
## Art credits
### Characters
## 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
- 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()

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[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"]

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@@ -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

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@@ -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"]

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

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

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@@ -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"

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@@ -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>
<line x1="6.5" y1="8.5" x2="3.5" y2="14.5" id="Line" stroke="#1B2F0D" stroke-linecap="round" stroke-linejoin="bevel"></line>
<line x1="12.1583333" y1="8.5" x2="9.15833333" y2="14.5" id="Line-Copy" stroke="#1B2F0D" stroke-linecap="round" stroke-linejoin="bevel" transform="translate(10.329167, 11.500000) scale(-1, 1) translate(-10.329167, -11.500000) "></line>
</g>
</svg>

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<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_exit</title>
<defs>
<linearGradient x1="32%" y1="0%" x2="68%" y2="100%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
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<linearGradient x1="36.7305357%" y1="0%" x2="63.2694643%" y2="100%" id="linearGradient-2">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</linearGradient>
</defs>
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<g id="Group" transform="translate(4.000000, 2.000000)" fill-rule="nonzero">
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<path d="M7,0 L7,10 L0,10 L0,0 L7,0 Z M6,1 L1,1 L1,9 L6,9 L6,1 Z" id="Rectangle" fill="#1B2F0D"></path>
</g>
<g id="Group-Copy" transform="translate(4.000000, 2.000000)" fill-rule="nonzero">
<polygon id="Rectangle-Copy" fill="url(#linearGradient-2)" points="6 11.6468788 0 10 0 0 6 1.64687882"></polygon>
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</g>
</g>
</svg>

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<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_item</title>
<defs>
<linearGradient x1="0%" y1="0%" x2="100%" y2="100%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</linearGradient>
</defs>
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<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_location</title>
<defs>
<linearGradient x1="30.5473974%" y1="11.0848793%" x2="65.1733111%" y2="67.1344559%" id="linearGradient-1">
<stop stop-color="#D4FF2A" offset="0%"></stop>
<stop stop-color="#81D135" offset="100%"></stop>
</linearGradient>
</defs>
<g id="esc_location" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
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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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# `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

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@@ -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()
)

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@@ -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()
)

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@@ -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()
)

View File

@@ -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()
)

View File

@@ -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

View File

@@ -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

View File

@@ -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()
)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()
)

View File

@@ -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

View File

@@ -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()

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