Add ESCAnimationResource to hold characters animations. (#342)
Co-authored-by: StraToN <StraToN@users.noreply.github.com> Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
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docs/api/ESCAnimationName.md
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docs/api/ESCAnimationName.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCAnimationName
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**Extends:** [Resource](../Resource)
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## Description
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Class defining an animation to use for an angle.
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## Property Descriptions
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### animation
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```gdscript
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export var animation: String = ""
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```
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Name of the animation
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### mirrored
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```gdscript
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export var mirrored: bool = false
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```
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Animation mirror (false is no mirror, true is mirrored)
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docs/api/ESCAnimationResource.md
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docs/api/ESCAnimationResource.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCAnimationResource
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**Extends:** [Resource](../Resource)
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## Description
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Resource containing all defined animations and angles for
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characters movement.
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## Property Descriptions
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### dir\_angles
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```gdscript
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var dir_angles: Array
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```
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Array containing the different angles available for animations.
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Each angle is defined by an array [start_angle, angle_size].
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start_angle must be between 0 and 360.
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Angle 0 and 360 are the same and correspond to UP/NORTH
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90 is RIGHT/EAST, 180 is DOWN/SOUTH, etc
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### directions
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```gdscript
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var directions: Array
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```
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Array of animations for each direction, from UP to RIGHT_UP clockwise
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[animation_name, scale]: scale parameter can be set to -1 to mirror
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the animation
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### idles
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```gdscript
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var idles: Array
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```
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Array containing the idle animations for each direction (in the
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order defined by dir_angles): scale parameter can be set to -1 to mirror
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the animation
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### speaks
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```gdscript
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var speaks: Array
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```
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Array containing the speak animations for each direction (in the
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order defined by dir_angles): scale parameter can be set to -1 to mirror
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the animation
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docs/api/ESCDirectionAngle.md
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docs/api/ESCDirectionAngle.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCDirectionAngle
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**Extends:** [Resource](../Resource)
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## Description
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Class defining an angle, with a start angle (between 0 and 360) and a size.
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## Property Descriptions
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### angle\_start
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```gdscript
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export var angle_start: int = 0
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```
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Start angle of the directional angle.
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### angle\_size
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```gdscript
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export var angle_size: int = 0
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```
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Size of the angle
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@@ -191,10 +191,10 @@ Speed damp of this item if movable
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### animations
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```gdscript
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export var animations = "[Object:null]"
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var animations: ESCAnimationResource
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```
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Animations script (for walking, idling...)
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ESCAnimationsResource (for walking, idling...)
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### animation\_sprite
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@@ -13,7 +13,7 @@ Logging framework for Escoria
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### LOG\_DEBUG
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_DEBUG: int = 3
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```
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Valid log levels
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@@ -21,7 +21,7 @@ Valid log levels
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### LOG\_ERROR
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_DEBUG: int = 3
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```
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Valid log levels
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@@ -29,7 +29,7 @@ Valid log levels
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### LOG\_INFO
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_DEBUG: int = 3
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```
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Valid log levels
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@@ -37,7 +37,7 @@ Valid log levels
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### LOG\_WARNING
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```gdscript
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const LOG_WARNING: int = 1
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const LOG_DEBUG: int = 3
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```
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Valid log levels
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@@ -178,7 +178,7 @@ Update the sprite scale and lighting
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### is\_angle\_in\_interval
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```gdscript
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func is_angle_in_interval(angle: float, interval: Array) -> bool
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func is_angle_in_interval(angle: float, direction_angle: ESCDirectionAngle) -> bool
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```
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Returns true if given angle is inside the interval given by a starting_angle
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@@ -187,9 +187,9 @@ and the size.
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#### Parameters
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- angle: Angle to test
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- interval: Array of size 2, containing the starting angle, and the size of
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interval
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eg: [90, 40] corresponds to angle between 90° and 130°
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- direction_angle: ESCDirectionAngle resource, containing the starting angle,
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and the size of interval
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eg: angle_start=90, angle_size=40 corresponds to angle between 90° and 130°
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### set\_angle
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