documentation: Fixes to command descriptions (#506)
Co-authored-by: Duncan Brown <duncan@prometheussoftware.ca> Co-authored-by: Balloonpopper <balloonpopper@git.com>
This commit is contained in:
@@ -1,20 +1,21 @@
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# `accept_input [type]`
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#
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# Sets how much input the game is to accept, allowing for cut scenes
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# in which dialog can be skipped (if [type] is set to SKIP).
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# Also allows for cut scenes that can be completely locked down.
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# Sets how much input the game is to accept. This allows for cut scenes
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# in which dialogue can be skipped (if [type] is set to SKIP), and ones where
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# it can't (if [type] is set to NONE).
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#
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# **Parameters**
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#
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# - *type*: Type of inputs to accept (ALL)
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# `ALL`: Accept all types of input
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# `SKIP`: Accept skipping dialogs but nothing else
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# `ALL`: Accept all types of user input
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# `SKIP`: Accept skipping dialogues but nothing else
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# `NONE`: Deny all inputs (including opening menus)
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#
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# **Warning**: `SKIP` and `NONE` also disable autosaves.
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#
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# **Warning**: The type of input accepted will persist even after the current
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# event has ended.
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# **Warning**: The type of user input accepted will persist even after the
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# current event has ended. Remember to reset the input type at the end of
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# cut-scenes!
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#
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# @ESC
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extends ESCBaseCommand
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@@ -30,7 +31,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not arguments[0] in ["ALL", "NONE", "SKIP"]:
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escoria.logger.report_errors(
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@@ -1,8 +1,8 @@
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# `anim object name [reverse]`
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#
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# Executes the animation specified in "name" on "object",
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# without blocking. The next command in the event will be executed immediately
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# after.
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# Executes the animation specified in "name" on "object" without blocking.
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# The next command in the event will be executed immediately after the
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# animation is started.
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#
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# **Parameters**
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#
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@@ -24,7 +24,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[0]):
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escoria.logger.report_errors(
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@@ -1,8 +1,9 @@
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# `anim_block object name [reverse]`
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#
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# Executes the animation specified in "name" on "object",
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# while blocking. The next command in the event will be executed when the animation
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# is finished playing.
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# Executes the animation specified in "name" on "object" while blocking other
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# events from starting.
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# The next command in the event will be executed when the animation is
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# finished playing.
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#
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# **Parameters**
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#
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@@ -24,7 +25,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[0]):
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escoria.logger.report_errors(
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@@ -1,6 +1,8 @@
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# `camera_push target [time] [type]`
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#
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# Pushes the camera to point at a specific `target`.
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# Pushes (moves) the camera so it points at a specific `target`. If the camera
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# was following a target (like the player) previously, it will no longer follow
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# this target.
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#
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# **Parameters**
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#
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@@ -13,7 +15,7 @@
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# Supported transitions include the names of the values used
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# in the "TransitionType" enum of the "Tween" type (without the "TRANS_" prefix):
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#
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# https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
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# See https://docs.godotengine.org/en/stable/classes/class_tween.html?highlight=tween#enumerations
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#
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# For more details see: https://docs.escoria-framework.org/camera
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#
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@@ -35,7 +37,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[0]):
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escoria.logger.report_errors(
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@@ -1,10 +1,14 @@
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# `camera_set_limits camlimits_id`
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#
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# Activates the current camera's limits
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# Limits the current camera's movement to a limit defined in the `ESCRoom`'s
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# definition. A limit is defined as an upper-left (x, y) coordinate, a width
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# and a height that the camera must stay within. Multiple limits can be
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# defined for a room, allowing for new areas to be seen once they have
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# been 'unlocked'.
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#
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# **Parameters**
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#
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# - *camlimits_id*: Index of the camera limit in the `camera limits`
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# - *camlimits_id*: Index of the camera limit defined in the `camera limits`
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# list of the current `ESCRoom`
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#
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# For more details see: https://docs.escoria-framework.org/camera
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@@ -23,7 +27,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if escoria.main.current_scene.camera_limits.size() < arguments[0]:
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escoria.logger.report_errors(
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@@ -1,6 +1,6 @@
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# `camera_set_pos time x y`
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#
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# Moves the camera to the given position.
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# Moves the camera to the given absolute position over a time period.
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#
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# **Parameters**
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#
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@@ -1,10 +1,13 @@
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# `camera_set_target time object`
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#
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# Configures the camera to follow the specified target `object`
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# Configures the camera to follow the specified target `object` as it moves
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# around the current room. The transition to focus on the `object` will happen
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# over a time period.
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#
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# **Parameters**
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#
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# - *time*: Number of seconds the transition should take
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# - *time*: Number of seconds the transition should take to move the camera
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# to follow `object`
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# - *object*: Global ID of the target object
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#
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# For more details see: https://docs.escoria-framework.org/camera
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@@ -23,7 +26,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[1]):
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escoria.logger.report_errors(
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@@ -1,8 +1,10 @@
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# `camera_set_zoom magnitude [time]`
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#
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# Zooms the camera in/out to the desired `magnitude`. Values larger than 1 zoom
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# the camera out while smaller values zoom in, relative to the default value
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# of 1.
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# Zooms the camera in/out to the desired `magnitude`. Values larger than '1' zoom
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# the camera out while smaller values zoom in. These values are relative to the
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# default zoom value of '1', not the current value. As such, while using a value
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# of '0.5' would double the size of the graphics, running the same command again
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# would result in no change. The zoom will happen over the given time period.
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#
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# **Parameters**
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#
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@@ -1,6 +1,6 @@
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# `camera_set_zoom_height pixels [time]`
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#
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# Zooms the camera in/out so it occupies the given height in pixels
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# Zooms the camera in/out so it occupies the given height in pixels.
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#
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# **Parameters**
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#
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@@ -24,7 +24,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if arguments[0] < 0:
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escoria.logger.report_errors(
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@@ -1,6 +1,7 @@
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# `camera_shift x y [time] [type]`
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#
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# Shifts the camera by the given horizontal and vertical amounts.
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# Shifts the camera by the given horizontal and vertical amounts relative to the
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# current location.
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#
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# **Parameters**
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#
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@@ -1,6 +1,8 @@
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# `change_scene path [enable_automatic_transition] [run_events]`
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#
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# Switches the current scene to another scene
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# Switches the game from the current scene to another scene. Use this to move
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# the player to a new room when they walk through an unlocked door, for
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# example.
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#
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# **Parameters**
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#
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@@ -23,7 +25,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array) -> bool:
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if not ResourceLoader.exists(arguments[0]):
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escoria.logger.report_errors(
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@@ -1,13 +1,15 @@
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# `custom object node func_name [params]`
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#
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# Calls the given Godot function on a (child) node of a registered `ESCitem`.
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#
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# Executes the specified Godot function. This function must be in a script
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# attached to a child node of a registered `ESCitem`.
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#
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# **Parameters**
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#
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# - *object*: Global ID of the target `ESCItem`
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# - *node*: Name of the child node of the target `ESCItem`
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# - *func_name*: Name of the function to be called
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# - *params*: Any primitive, non-array arguments for the function. Multiple
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# - params: Any arguments to be passed to the function (array and object parameters are not supported). Multiple
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# parameters can be passed by using comma-separated values inside a string
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#
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# @ESC
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@@ -24,7 +26,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[0]):
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escoria.logger.report_errors(
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@@ -21,7 +21,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.globals_manager.get_global(arguments[0]) is int:
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escoria.logger.report_errors(
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@@ -1,7 +1,10 @@
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# `enable_terrain node_name`
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#
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# Enables the `ESCTerrain`'s `NavigationPolygonInstance` defined by the given node name.
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# Disables previously-activated `NavigationPolygonInstance`.
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# Enables the `ESCTerrain`'s `NavigationPolygonInstance` specified by the given
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# node name. It will also disable the previously-activated
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# `NavigationPolygonInstance`.
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# Use this to change where the player can walk, allowing them to walk into the
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# next room once a door has been opened, for example.
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#
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# **Parameters**
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#
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@@ -1,10 +1,17 @@
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# `hide_menu menu_type [enable_automatic_transition]`
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#
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# Hides either the main menu or the pause menu.
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#
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# Hides either the main menu or the pause menu. The enable_automatic_transition
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# parameter can be used to specify if Escoria manages the graphical transition
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# for you or not.
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# Setting `enable_automatic_transition` to false allows you to manage the
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# transition effect for your room as it transitions in and out. Place a
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# `transition` command in the room's `setup` event to manage the look of the
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# transition in, and in the room's `exit_scene` event to manage the look of the
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# transition out.
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#
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# **Parameters**
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#
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# - *menu_type*: Type of menu to hide. Can be either `main` or `pause` (default: `main`)
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# - *menu_type*: Which menu to hide. Can be either `main` or `pause` (default: `main`)
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# - *enable_automatic_transition*: Whether to automatically transition from the menu (default: `false`)
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#
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# @ESC
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@@ -21,7 +28,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not arguments[0] in ["main", "pause"]:
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escoria.logger.report_errors(
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@@ -21,7 +21,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
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# Validate whether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.globals_manager.has(arguments[0]):
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escoria.logger.report_errors(
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@@ -1,6 +1,8 @@
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# `inventory_add item`
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#
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# Adds an item to the inventory.
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# Adds an item to the inventory. If the player is picking up an object, you may
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# want to use this command in conjunction with the `set_active` command so that
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# the object 'disappears' from the scene as it's added to the inventory.
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#
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# **Parameters**
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#
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@@ -1,6 +1,8 @@
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# `inventory_remove item`
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#
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# Removes an item from the inventory
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# Removes an item from the inventory. You may wish to use this command in
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# conjuction with the `set_active` command to show an item in the scene,
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# simulating placing the item somewhere, for example.
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#
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# **Parameters**
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#
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@@ -1,6 +1,6 @@
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# `play_snd file [player]`
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#
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# Plays the specified sound without blocking the event.
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# Plays the specified sound without blocking the currently running event.
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#
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# **Parameters**
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#
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@@ -23,7 +23,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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)
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# Validate wether the given arguments match the command descriptor
|
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# Validate whether the given arguments match the command descriptor
|
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func validate(arguments: Array):
|
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if not escoria.object_manager.has(arguments[1]):
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escoria.logger.report_errors(
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@@ -1,6 +1,6 @@
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# `queue_event object event [channel] [block]`
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#
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# Queue another event to run
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# Queue an event to run.
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#
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# **Parameters**
|
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#
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@@ -25,7 +25,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
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)
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|
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|
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# Validate wether the given arguments match the command descriptor
|
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# Validate whether the given arguments match the command descriptor
|
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func validate(arguments: Array):
|
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if not escoria.object_manager.objects.has(arguments[0]):
|
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escoria.logger.report_errors(
|
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@@ -22,7 +22,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
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)
|
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|
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# Validate wether the given arguments match the command descriptor
|
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# Validate whether the given arguments match the command descriptor
|
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func validate(arguments: Array) -> bool:
|
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if not ResourceLoader.exists(arguments[0]):
|
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escoria.logger.report_errors(
|
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|
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@@ -21,7 +21,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
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)
|
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|
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|
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# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
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if not escoria.globals_manager.has(arguments[0]):
|
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escoria.logger.report_errors(
|
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|
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@@ -1,7 +1,8 @@
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# `say player text [type]`
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#
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# Displays the specified string as dialog spoken by the player. Blocks execution
|
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# until the dialog has finished playing.
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# Displays the specified string as dialog spoken by the player. This command
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# blocks further event execution until the dialog has finished being 'said'
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# (either as displayed text or as audible speech from a file).
|
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#
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# **Parameters**
|
||||
#
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@@ -38,7 +39,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
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)
|
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|
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|
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# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
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if not escoria.object_manager.objects.has(arguments[0]):
|
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escoria.logger.report_errors(
|
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|
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@@ -1,9 +1,9 @@
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# `sched_event time object event`
|
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#
|
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# Schedules the execution to run at a later time.
|
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# Schedules an event to run at a later time.
|
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#
|
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# If another event is already running when the scheduled
|
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# event is to start, execution of the scheduled event
|
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# event is supposed to start, execution of the scheduled event
|
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# begins when the already-running event ends.
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#
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# **Parameters**
|
||||
@@ -26,7 +26,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
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)
|
||||
|
||||
|
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# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
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if not escoria.object_manager.has(arguments[1]):
|
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escoria.logger.report_errors(
|
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|
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@@ -1,12 +1,12 @@
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# `set_active object active`
|
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#
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# Changes the "active" state of the object. `active` can be `true` or `false`.
|
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# Changes the "active" state of the object.
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# Inactive objects are invisible in the room.
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#
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# **Parameters**
|
||||
#
|
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# - *object* Global ID of the object
|
||||
# - *active* Whether `object` should be active.
|
||||
# - *active* Whether `object` should be active. `active` can be `true` or `false`.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
@@ -22,7 +22,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
# `set_angle object degrees [wait]`
|
||||
#
|
||||
# Turns a movable `ESCItem` or `ESCPlayer`.
|
||||
# Turns a movable `ESCItem` or `ESCPlayer` to face a given angle.
|
||||
|
||||
# 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.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
@@ -24,7 +27,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -21,7 +21,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
# **Parameters**
|
||||
#
|
||||
# - *name*: Name of the global
|
||||
# - *value*: Value to set (can be of type string, boolean, integer or float)
|
||||
# - *value*: Value to set the global to (can be of type string, boolean, integer
|
||||
# or float)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
# `set_gui_visible visible`
|
||||
#
|
||||
# Shows or hide the GUI.
|
||||
# Show or hide the GUI.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *visible*: Whether the GUI should be visible
|
||||
# - *visible*: Whether the GUI should be visible (`true` or `false`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
# `set_interactive object interactive`
|
||||
#
|
||||
# Sets whether an object should be interactive.
|
||||
# Sets whether an object is interactive.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
@@ -21,7 +21,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the `ESCPlayer` or movable `ESCItem`
|
||||
# - *speed*: Speed value for `object`
|
||||
# - *speed*: Speed value for `object` in pixels per second.
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
@@ -20,7 +20,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
[null, null]
|
||||
)
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -28,7 +28,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -1,10 +1,14 @@
|
||||
# `show_menu menu_type [enable_automatic_transition]`
|
||||
#
|
||||
# Shows either the main menu or the pause menu.
|
||||
# Shows either the main menu or the pause menu. The enable_automatic_transition
|
||||
# parameter can be used to specify if Escoria manages the graphical transition to
|
||||
# the menu or not. If set to false, you can manage the transition yourself
|
||||
# instead (if you want to change the transition type from the default for
|
||||
# example) using the `transition` command.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *menu_type*: Type of menu to hide. Can be either `main` or `pause` (default: `main`)
|
||||
# - *menu_type*: Which menu to show. Can be either `main` or `pause` (default: `main`)
|
||||
# - *enable_automatic_transition*: Whether to automatically transition to the menu (default: `false`)
|
||||
#
|
||||
# @ESC
|
||||
@@ -21,7 +25,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not arguments[0] in ["main", "pause"]:
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: Movement speed (default: the default speed of `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.
|
||||
@@ -28,7 +29,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
@@ -53,9 +54,11 @@ func validate(arguments: Array):
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - source: The item to slide
|
||||
# - destination: The destination item to slide to
|
||||
# - speed: The speed at which to slide (will default to the
|
||||
# - *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(
|
||||
|
||||
@@ -5,7 +5,8 @@
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: Movement speed (default: the default speed of `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.
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
# - *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 objet's position is not specified)
|
||||
# position the new object (when omitted, the new object's position is not specified)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
@@ -24,7 +24,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if arguments[0].empty() \
|
||||
or arguments[0] in escoria.object_manager.RESERVED_OBJECTS:
|
||||
|
||||
@@ -22,7 +22,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
# `teleport object target`
|
||||
#
|
||||
# Instantly moves an object to a new position
|
||||
# Instantly moves an object to a new position.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object to use as the destination
|
||||
# - *target*: Global ID of the object to use as the destination coordinates
|
||||
# for `object`
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
@@ -21,7 +22,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
# `teleport_pos object x y`
|
||||
#
|
||||
# Instantly moves an object to the specified position
|
||||
# Instantly moves an object to the specified (absolute) coordinates.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
@@ -22,7 +22,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -23,7 +23,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.main.scene_transition.has_transition(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -2,13 +2,19 @@
|
||||
#
|
||||
# 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.
|
||||
#
|
||||
# **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
|
||||
@@ -23,7 +29,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
# `walk object target [speed]`
|
||||
#
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to `target` w
|
||||
# hile playing `object`'s walking animation. This command is non-blocking.
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to `target`
|
||||
# while playing the `object`'s walking animation. This command is non-blocking.
|
||||
#
|
||||
# **Parameters**
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: Walking speed to use (default: `object`'s default speed)
|
||||
# - *speed*: The speed the `object` will walk in pixels per second (will
|
||||
# default to the speed configured on the `object`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
@@ -23,7 +24,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -7,7 +7,8 @@
|
||||
#
|
||||
# - *object*: Global ID of the object to move
|
||||
# - *target*: Global ID of the target object
|
||||
# - *speed*: Walking speed to use (default: `object`'s default speed)
|
||||
# - *speed*: The speed the `object` will walk in pixels per second (will
|
||||
# default to the speed configured on the `object`)
|
||||
#
|
||||
# @ESC
|
||||
extends ESCBaseCommand
|
||||
@@ -23,7 +24,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# `walk_to_pos object x y`
|
||||
#
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to the target
|
||||
# position while playing `object`'s walking animation.
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to the absolute
|
||||
# coordinates provided while playing the `object`'s walking animation.
|
||||
# This command is non-blocking.
|
||||
#
|
||||
# **Parameters**
|
||||
@@ -24,7 +24,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# `walk_to_pos_block object x y`
|
||||
#
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to the target
|
||||
# position while playing `object`'s walking animation.
|
||||
# Moves the specified `ESCPlayer` or movable `ESCItem` to the absolute
|
||||
# coordinates provided while playing the `object`'s walking animation.
|
||||
# This command is blocking.
|
||||
#
|
||||
# **Parameters**
|
||||
@@ -24,7 +24,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
)
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array):
|
||||
if not escoria.object_manager.objects.has(arguments[0]):
|
||||
escoria.logger.report_errors(
|
||||
|
||||
@@ -215,7 +215,7 @@ func clear_event_queue():
|
||||
events_queue[channel_name].clear()
|
||||
|
||||
|
||||
# Check wether a channel is free to run more events
|
||||
# Check whether a channel is free to run more events
|
||||
#
|
||||
# #### Parameters
|
||||
# - name: Name of the channel to test
|
||||
|
||||
@@ -80,7 +80,7 @@ func register_object(object: ESCObject, force: bool = false) -> void:
|
||||
objects[object.global_id] = object
|
||||
|
||||
|
||||
# Check wether an object was registered
|
||||
# Check whether an object was registered
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
|
||||
@@ -26,7 +26,7 @@ func configure() -> ESCCommandArgumentDescriptor:
|
||||
return ESCCommandArgumentDescriptor.new()
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(arguments: Array) -> bool:
|
||||
return self.configure().validate(get_class(), arguments)
|
||||
|
||||
|
||||
@@ -62,7 +62,7 @@ func prepare_arguments(arguments: Array) -> Array:
|
||||
return complete_arguments
|
||||
|
||||
|
||||
# Validate wether the given arguments match the command descriptor
|
||||
# Validate whether the given arguments match the command descriptor
|
||||
func validate(command: String, arguments: Array) -> bool:
|
||||
if arguments.size() < self.min_args:
|
||||
escoria.logger.report_errors(
|
||||
@@ -106,7 +106,7 @@ func validate(command: String, arguments: Array) -> bool:
|
||||
return true
|
||||
|
||||
|
||||
# Check wether the given argument is of the given type
|
||||
# Check whether the given argument is of the given type
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
|
||||
@@ -19,7 +19,7 @@ var _is_interrupted: bool = false
|
||||
var is_finished: bool = false
|
||||
|
||||
|
||||
# Check wether the statement should be run based on its conditions
|
||||
# Check whether the statement should be run based on its conditions
|
||||
func is_valid() -> bool:
|
||||
for condition in self.conditions:
|
||||
if not (condition as ESCCondition).run():
|
||||
|
||||
@@ -424,7 +424,7 @@ func set_speed(speed_value: int) -> void:
|
||||
speed = speed_value
|
||||
|
||||
|
||||
# Check wether this item moved
|
||||
# Check whether this item moved
|
||||
func has_moved() -> bool:
|
||||
return _movable.moved if is_movable else false
|
||||
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
# A simple node extending Position2D with a global ID so that it can be
|
||||
# referenced in ESC Scripts.
|
||||
# referenced in ESC Scripts. Movement-based commands like `walk_to_pos` will
|
||||
# automatically use an `ESCLocation` that is a child of the destination node.
|
||||
# Commands like `turn_to`--which are not movement-based--will ignore child
|
||||
# `ESCLocation`s and refer to the parent node.
|
||||
extends Position2D
|
||||
class_name ESCLocation, "res://addons/escoria-core/design/esc_location.svg"
|
||||
|
||||
|
||||
@@ -8,8 +8,8 @@ class_name ESCAnimationResource
|
||||
# Array containing the different angles available for animations.
|
||||
# Each angle is defined by an array [start_angle, angle_size].
|
||||
# start_angle must be between 0 and 360.
|
||||
# Angle 0 and 360 are the same and correspond to UP/NORTH
|
||||
# 90 is RIGHT/EAST, 180 is DOWN/SOUTH, etc
|
||||
# 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.
|
||||
export(Array, Resource) var dir_angles: Array = []
|
||||
|
||||
# Array of animations for each direction, from UP to RIGHT_UP clockwise
|
||||
|
||||
@@ -10,7 +10,7 @@ signal say_finished
|
||||
signal option_chosen(option)
|
||||
|
||||
|
||||
# Check wether a specific type is supported by the
|
||||
# Check whether a specific type is supported by the
|
||||
# dialog plugin
|
||||
#
|
||||
# #### Parameters
|
||||
@@ -20,7 +20,7 @@ func has_type(type: String) -> bool:
|
||||
return false
|
||||
|
||||
|
||||
# Check wether a specific chooser type is supported by the
|
||||
# Check whether a specific chooser type is supported by the
|
||||
# dialog plugin
|
||||
#
|
||||
# #### Parameters
|
||||
|
||||
@@ -3,7 +3,7 @@ extends Control
|
||||
class_name ESCInventoryContainer
|
||||
|
||||
|
||||
# Get wether the inventory container currently is empty
|
||||
# Get whether the inventory container currently is empty
|
||||
# **Returns** Wether the container is empty or not
|
||||
func is_empty() -> bool:
|
||||
return get_child_count() > 0
|
||||
|
||||
Reference in New Issue
Block a user