Documentation and Optimization Part 1 (#2)

Authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
Dennis Ploeger
2021-06-16 10:12:51 +02:00
committed by GitHub
parent a22805d0e6
commit 4e09f522ff
109 changed files with 3556 additions and 2043 deletions

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README
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# Escoria Rewrite
Libre framework for the creation of point-and-click adventure games with
the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
This repository is big rewrite of the original Escoria framework (see https://github.com/godotengine/escoria/tree/master).
Its purpose is to make Escoria work as a plugin for Godot Engine editor, instead of being a collection of scripts and scenes.
It is intended to be easier to use and easier to maintain. It is designed so that you can claim it for yourself and modify it to match
the needs of your specific game and team.
Escoria should always be compatible with the current stable version of Godot Engine, and you should use
If you're encountering issues or incompatibilities, please raise an issue on [Escoria's Github repository](https://github.com/godotengine/escoria/issues).
## Authors
In alphabetical order:
ArturM
Sylvain Beucler - beuc
Fleskevor
Ariel Manzur - punto (original author)
Julian Murgia - StraToN
Dennis Ploeger - dploeger
Markus Törnqvist - mjtorn
## History
This framework was initially developed for the adventure game
[The Interactive Adventures of Dog Mendonça and Pizzaboy®](http://store.steampowered.com/app/330420)
and later streamlined for broader usages and open sourced as promised
to the backers of the Dog Mendonça Kickstarter campaign.
## Usage
## Documentation
## Licensing
This framework (scripts, scenes) is distributed under the MIT license,
as described in the LICENSE file.
### Art, sound, fonts credits
See CREDITS file.

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# Escoria Rewrite
Libre framework for the creation of point-and-click adventure games with
the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
It is designed so that you can claim it for yourself and modify it to match
the needs of your specific game and team.
This repository is big rewrite of the original [Escoria framework](https://github.com/godotengine/escoria/tree/master). Its purpose is to make Escoria work as a plugin for the Godot Engine editor, instead of being a collection of scripts and scenes. It is intended to be easier to use and easier to maintain.
If you're encountering issues or incompatibilities, please raise an issue on [Escoria's Github repository](https://github.com/godotengine/escoria/issues).
## History
This framework was initially developed for the adventure game
[The Interactive Adventures of Dog Mendonça and Pizzaboy®](http://store.steampowered.com/app/330420)
and later streamlined for broader usages and open sourced as promised
to the backers of the Dog Mendonça Kickstarter campaign.
## Authors
In alphabetical order:
* ArturM
* Sylvain Beucler - beuc
* Fleskevor
* Ariel Manzur - punto (original author)
* Julian Murgia - @StraToN
* Dennis Ploeger - @dploeger
* Markus Törnqvist - mjtorn
## Documentation
* Getting started
* [Architecture](docs/architecture.md)
* [Configuration](docs/configuration.md)
* [ESC language documentation](api/esc.md)
## Roadmap
The rewrite is currently ongoing and certain features of Escoria are missing or require optimization:
### Basic features
* [ ] Implement load/save games
* [ ] Implement switching player characters
* [ ] Visualize scaling in editor
### Optimizations
* [ ] Add the currently unfocused inventory item to the `inventory_item_unfocused` signal of `ESCInventoryItem`
* [ ] The `_hover_stack_pop` method in `main_scene` doesn't pop (=remove the last element from the stack) but rather erases the given item from the stack. This may either be a hidden bug or a naming issue
* [ ] The variable `screen_ofs` of main.gd is always set to Vector2(0, 0). Either it's unused or its function has yet to be documented
* [ ] Should we keep defining the animations in a script instead of a real object? Providing a script as a parameter to a function seems weird
* [ ] Fix all TODO and FIXME places in the code
* [ ] Reimplement all missing ESC commands
### Future features
* [ ] Integrated ESC editor
* [ ] Graphical visualizer of room links
* [ ] Optimize character angles and animation helper
## Licensing
This framework (scripts, scenes) is distributed under the [MIT license](LICENCE).
### Art credits
### Sound credits
### Font
## Development
Requirements:
* git
* Current Godot version
* Current master of [GDScript docs maker](https://github.com/GDQuest/gdscript-docs-maker)
During development, run the following to update the class list:
```
cd gdscripts-docs-maker
rm -rf export &>/dev/null
./generate_reference <path to escoria> -d "addons/escoria"
cp export/* <path to escoria>/docs/api
```

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@@ -1,63 +1,42 @@
# Plugin script to initialize Escoria
tool tool
extends EditorPlugin extends EditorPlugin
# Autoloads to instantiate
const autoloads = { const autoloads = {
"escoria": "res://addons/escoria-core/game/escoria.tscn", "escoria": "res://addons/escoria-core/game/escoria.tscn",
"esctypes": "res://addons/escoria-core/game/core-scripts/escoria_types.gd"
} }
# Custom types to generate outside of Classes
const custom_types = [ const custom_types = [
{
"type_name": "ESCBackground",
"parent_type": "Sprite",
"script_res": "res://addons/escoria-core/game/core-scripts/escbackground.gd"
},
{
"type_name": "ESCItem",
"parent_type": "Area2D",
"script_res": "res://addons/escoria-core/game/core-scripts/escitem.gd"
},
{ {
"type_name": "ESCItemsInventory", "type_name": "ESCItemsInventory",
"parent_type": "GridContainer", "parent_type": "GridContainer",
"script_res": "res://addons/escoria-core/game/core-scripts/items_inventory.gd" "script_res": "res://addons/escoria-core/game/core-scripts/items_inventory.gd"
},
{
"type_name": "ESCInventoryItem",
"parent_type": "TextureButton",
"script_res": "res://addons/escoria-core/game/core-scripts/escinventoryitem.gd"
},
{
"type_name": "ESCPlayer",
"parent_type": "KinematicBody2D",
"script_res": "res://addons/escoria-core/game/core-scripts/escplayer.gd"
},
{
"type_name": "ESCRoom",
"parent_type": "Node2D",
"script_res": "res://addons/escoria-core/game/core-scripts/escroom.gd"
},
{
"type_name": "ESCTerrain",
"parent_type": "Navigation2D",
"script_res": "res://addons/escoria-core/game/core-scripts/escterrain.gd"
} }
] ]
# Setup Escoria
func _enter_tree(): func _enter_tree():
add_autoloads() for key in autoloads.keys():
add_autoload_singleton(key, autoloads[key])
for custom_type in custom_types: for custom_type in custom_types:
add_custom_type(custom_type.type_name, custom_type.parent_type, add_custom_type(custom_type.type_name, custom_type.parent_type,
load(custom_type.script_res), null) load(custom_type.script_res), null)
# Prepare settings
set_escoria_main_settings() set_escoria_main_settings()
set_escoria_debug_settings() set_escoria_debug_settings()
set_escoria_ui_settings() set_escoria_ui_settings()
set_escoria_internal_settings() set_escoria_internal_settings()
set_escoria_sound_settings() set_escoria_sound_settings()
set_escoria_platform_settings()
# Prepare the settings in the Escoria UI category
func set_escoria_ui_settings(): func set_escoria_ui_settings():
if !ProjectSettings.has_setting("escoria/ui/tooltip_follows_mouse"): if !ProjectSettings.has_setting("escoria/ui/tooltip_follows_mouse"):
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true) ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true)
@@ -110,8 +89,21 @@ func set_escoria_ui_settings():
"hint_string": "*.tscn, *.scn" "hint_string": "*.tscn, *.scn"
} }
ProjectSettings.add_property_info(game_scene_property_info) ProjectSettings.add_property_info(game_scene_property_info)
if !ProjectSettings.has_setting("escoria/ui/items_autoregister_path"):
ProjectSettings.set_setting(
"escoria/ui/items_autoregister_path",
"res://game/items/escitems/"
)
var game_scene_property_info = {
"name": "escoria/ui/items_autoregister_path",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
ProjectSettings.add_property_info(game_scene_property_info)
# Prepare the settings in the Escoria main category
func set_escoria_main_settings(): func set_escoria_main_settings():
if !ProjectSettings.has_setting("escoria/main/game_start_script"): if !ProjectSettings.has_setting("escoria/main/game_start_script"):
ProjectSettings.set_setting("escoria/main/game_start_script", "") ProjectSettings.set_setting("escoria/main/game_start_script", "")
@@ -132,7 +124,7 @@ func set_escoria_main_settings():
ProjectSettings.add_property_info(force_quit_property_info) ProjectSettings.add_property_info(force_quit_property_info)
ProjectSettings.set_setting("application/run/main_scene", "res://addons/escoria-core/game/main_scene.tscn") ProjectSettings.set_setting("application/run/main_scene", "res://addons/escoria-core/game/main_scene.tscn")
if not ProjectSettings.has_setting("escoria/main/command_directories"): if not ProjectSettings.has_setting("escoria/main/command_directories"):
ProjectSettings.set_setting("escoria/main/command_directories", [ ProjectSettings.set_setting("escoria/main/command_directories", [
"res://addons/escoria-core/game/core-scripts/esc/commands" "res://addons/escoria-core/game/core-scripts/esc/commands"
@@ -142,7 +134,7 @@ func set_escoria_main_settings():
"type": TYPE_ARRAY, "type": TYPE_ARRAY,
}) })
if !ProjectSettings.has_setting("escoria/main/text_lang"): if !ProjectSettings.has_setting("escoria/main/text_lang"):
ProjectSettings.set_setting("escoria/main/text_lang", TranslationServer.get_locale()) ProjectSettings.set_setting("escoria/main/text_lang", TranslationServer.get_locale())
var text_lang_property_info = { var text_lang_property_info = {
@@ -151,7 +143,7 @@ func set_escoria_main_settings():
"hint": PROPERTY_HINT_NONE "hint": PROPERTY_HINT_NONE
} }
ProjectSettings.add_property_info(text_lang_property_info) ProjectSettings.add_property_info(text_lang_property_info)
if !ProjectSettings.has_setting("escoria/main/voice_lang"): if !ProjectSettings.has_setting("escoria/main/voice_lang"):
ProjectSettings.set_setting("escoria/main/voice_lang", TranslationServer.get_locale()) ProjectSettings.set_setting("escoria/main/voice_lang", TranslationServer.get_locale())
var voice_lang_property_info = { var voice_lang_property_info = {
@@ -160,13 +152,9 @@ func set_escoria_main_settings():
"hint": PROPERTY_HINT_NONE "hint": PROPERTY_HINT_NONE
} }
ProjectSettings.add_property_info(voice_lang_property_info) ProjectSettings.add_property_info(voice_lang_property_info)
# Prepare the settings in the Escoria debug category
func set_escoria_debug_settings(): func set_escoria_debug_settings():
if !ProjectSettings.has_setting("escoria/debug/terminate_on_warnings"): if !ProjectSettings.has_setting("escoria/debug/terminate_on_warnings"):
ProjectSettings.set_setting("escoria/debug/terminate_on_warnings", false) ProjectSettings.set_setting("escoria/debug/terminate_on_warnings", false)
@@ -190,6 +178,7 @@ func set_escoria_debug_settings():
ProjectSettings.add_property_info(property_info) ProjectSettings.add_property_info(property_info)
# Prepare the settings in the Escoria internal category
func set_escoria_internal_settings(): func set_escoria_internal_settings():
if !ProjectSettings.has_setting("escoria/internals/save_data"): if !ProjectSettings.has_setting("escoria/internals/save_data"):
ProjectSettings.set_setting("escoria/internals/save_data", "") ProjectSettings.set_setting("escoria/internals/save_data", "")
@@ -202,6 +191,7 @@ func set_escoria_internal_settings():
ProjectSettings.add_property_info(save_data_property_info) ProjectSettings.add_property_info(save_data_property_info)
# Prepare the settings in the Escoria sound settings
func set_escoria_sound_settings(): func set_escoria_sound_settings():
if !ProjectSettings.has_setting("escoria/sound/master_volume"): if !ProjectSettings.has_setting("escoria/sound/master_volume"):
ProjectSettings.set_setting("escoria/sound/master_volume", 1) ProjectSettings.set_setting("escoria/sound/master_volume", 1)
@@ -212,7 +202,7 @@ func set_escoria_sound_settings():
"hint_string": "0,1" "hint_string": "0,1"
} }
ProjectSettings.add_property_info(master_data_property_info) ProjectSettings.add_property_info(master_data_property_info)
if !ProjectSettings.has_setting("escoria/sound/music_volume"): if !ProjectSettings.has_setting("escoria/sound/music_volume"):
ProjectSettings.set_setting("escoria/sound/music_volume", 1) ProjectSettings.set_setting("escoria/sound/music_volume", 1)
var music_data_property_info = { var music_data_property_info = {
@@ -242,37 +232,26 @@ func set_escoria_sound_settings():
"hint_string": "0,1" "hint_string": "0,1"
} }
ProjectSettings.add_property_info(speech_data_property_info) ProjectSettings.add_property_info(speech_data_property_info)
# Defines platform-specific parameters. Those are the ones that must be re-set for each platform export. # Prepare the settings in the Escoria platform category and may need special
# setting per build
func set_escoria_platform_settings(): func set_escoria_platform_settings():
# Skip cache - certain platforms (esp. mobile) lack memory for caching scenes # Skip cache - certain platforms (esp. mobile) lack memory for caching
# If true, all generic scenes (UI, inventory, etc) will be loaded as any other scene. # scenes.
# If set to true, all generic scenes (UI, inventory, etc) will be loaded
# as any other scene.
if !ProjectSettings.has_setting("escoria/platform/skip_cache"): if !ProjectSettings.has_setting("escoria/platform/skip_cache"):
ProjectSettings.set_setting("escoria/platform/skip_cache", false) ProjectSettings.set_setting("escoria/platform/skip_cache", false)
if !ProjectSettings.has_setting("escoria/platform/skip_cache.mobile"):
ProjectSettings.set_setting("escoria/platform/skip_cache.mobile", true)
func add_autoloads(): # Uninstall plugin
for key in autoloads.keys(): func _exit_tree():
add_autoload_singleton(key, autoloads[key])
func remove_autoloads():
for key in autoloads.keys(): for key in autoloads.keys():
if ProjectSettings.has_setting(key): if ProjectSettings.has_setting(key):
remove_autoload_singleton(key) remove_autoload_singleton(key)
for custom_type in custom_types:
remove_custom_type(custom_type.type_name)
func _exit_tree():
remove_custom_type("ESCBackground")
remove_custom_type("ESCItem")
remove_custom_type("ESCInventoryItem")
remove_custom_type("ESCItemsInventory")
remove_custom_type("ESCPlayer")
remove_custom_type("ESCRoom")
remove_custom_type("ESCTerrain")
remove_autoloads()

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@@ -0,0 +1,438 @@
# Node that performs the moving (walk, teleport, terrain scaling...) actions on
# its parent node.
tool
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
# Wether the character was moved at all
var moved: bool
# Angle degrees to the last position (TODO is that correct?)
var last_deg : int
# Direction of the last position (TODO is that correct?)
var last_dir : int
# Scale of the last position (TODO is that correct?)
var last_scale : Vector2
# TODO Isn't this actually the flip state of the current animation?
var pose_scale : int
var _orig_speed: float = 0.0
# Shortcut variable that references the node's parent
onready var parent = get_parent()
# If character misses an animation, bypass it and proceed.
onready var bypass_missing_animation = false
# 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:
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 pos = parent.get_position()
var old_pos = pos
var next
if walk_path.size() > 1:
next = walk_path[path_ofs + 1]
else:
next = walk_path[path_ofs]
var dist = parent.speed * delta * pow(last_scale.x, 2) * \
parent.terrain.player_speed_multiplier
if walk_context.fast:
dist *= parent.terrain.player_doubleclick_speed_multiplier
var dir = (next - pos).normalized()
# TODO comment what this is all about
dir = dir * (dir.x * dir.x + dir.y * dir.y * parent.v_speed_damp)
var new_pos
if pos.distance_to(next) < dist:
new_pos = next
path_ofs += 1
else:
new_pos = pos + dir * dist
if path_ofs >= walk_path.size() - 1:
walk_stop(walk_destination)
return
pos = new_pos
var angle = (old_pos.angle_to_point(pos))
parent.set_position(pos)
if task == MovableTask.WALK:
last_deg = escoria.utils.get_deg_from_rad(angle)
last_dir = _get_dir_deg(last_deg, parent.animations)
var current_animation = ""
if parent.animation_sprite != null:
current_animation = parent.animation_sprite.animation
# elif animation != null:
# current_animation = animation.current_animation
# FIXME This is obviously wrong as bypass_missing_animation is
# always false
bypass_missing_animation = false
if !bypass_missing_animation:
var animation_to_play = \
parent.animations.directions[last_dir][0]
if current_animation != animation_to_play:
if parent.animation_sprite.frames.has_animation(
animation_to_play
):
parent.animation_sprite.play(animation_to_play)
else:
bypass_missing_animation = true
current_animation = animation_to_play
escoria.logger.report_warnings(
"movable.gd:_process()",
[
"Character %s has no animation %s "
% [parent.global_id, animation_to_play],
"Bypassing missing animation and " +
"proceed movement."
],
true
)
pose_scale = parent.animations.directions[last_dir][1]
update_terrain()
else:
moved = false
set_process(false)
# Teleports this item to the target position.
# TODO angle is only used for logging and has no further use, so it probably
# can be removed
#
# #### Parameters
#
# - target: Vector2, Position2d or ESCItem
func teleport(target, angle : Object = null) -> void:
if typeof(target) == TYPE_VECTOR2 :
escoria.logger.info(
"Object %s teleported at position %s with angle" %
[parent.global_id, str(target)],
[angle]
)
parent.position = target
elif target is Position2D:
escoria.logger.info(
"Object %s teleported at position %s with angle" %
[parent.global_id, str(target.position)],
[angle]
)
parent.position = target.position
elif typeof(target) == TYPE_OBJECT:
# FIXME this is better written as target is ESCItem if that's
# the only case here
# if target.get("interact_positions") != null:
# parent.position = target.interact_positions.default
# else:
# parent.position = target.position
parent.position = target.get_interact_position()
escoria.logger.info("Object " + target.name + " teleported at position "
+ str(parent.position) + " with angle ", str(angle))
else:
escoria.logger.report_errors("escitem.gd:teleport()",
["Target to teleport to is null or unusable (" + 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)
# FIXME this function doesn't seem to be used anywhere
func walk(target_pos, p_speed, context = null) -> void:
if p_speed:
_orig_speed = parent.speed
parent.speed = p_speed
walk_to(target_pos, context)
# We have finished walking. Set the idle pose and complete
#
# #### Parameters
#
# - pos: Final target position
func walk_stop(pos: Vector2) -> void:
parent.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)
if walk_context.target_object and \
walk_context.target_object.node.player_orients_on_arrival and \
walk_context.target_object.interactive:
var orientation = walk_context.target_object.node.interaction_direction
last_dir = orientation
parent.animation_sprite.play(
parent.animations.idles[orientation][0]
)
pose_scale = parent.animations.idles[orientation][1]
else:
parent.animation_sprite.play(parent.animations.idles[last_dir][0])
pose_scale = parent.animations.idles[last_dir][1]
update_terrain()
yield(parent.animation_sprite, "animation_finished")
if walk_context.target_object:
escoria.logger.debug(
"%s arrived at %s" % [
parent.global_id,
walk_context.target_object.global_id
]
)
else:
escoria.logger.debug(
"%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 != "setup":
return
if parent.get("is_exit"):
return
if parent.get("dont_apply_terrain_scaling"):
return
var pos = parent.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
# Do not flip the entire character, because that would conflict
# with shadows that expect to be siblings of $texture
# TODO Make the character sprite not rely on the node name
if pose_scale == -1 and parent.get_node("sprite").scale.x > 0:
parent.get_node("sprite").scale.x *= pose_scale
parent.collision.scale.x *= pose_scale
elif pose_scale == 1 and parent.get_node("sprite").scale.x < 0:
parent.get_node("sprite").scale.x *= -1
parent.collision.scale.x *= -1
# Get the player direction index based on rotation angles
#
# FIXME: This function doesn't seem to be used anymore
# #### Parameters
#
# - angle: The rotation angle
# - animations: The list of character animations
func _get_dir(angle : float, animations) -> int:
var deg = escoria.utils.get_deg_from_rad(angle)
return _get_dir_deg(deg, animations)
# Get the player direction index based on degrees
#
# #### Parameters
#
# - deg: Degrees
# - animations: Player animations script
func _get_dir_deg(deg: int, animations: Script) -> 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 arr_angle_zone in animations.dir_angles:
if is_angle_in_interval(deg, arr_angle_zone):
dir = i
break
else:
i += 1
continue
# It's an error to have the animations misconfigured
if dir == -1:
escoria.logger.report_errors(
"escitem.gd:_get_dir_deg()",
["No direction found for " + str(deg)]
)
return dir
# Returns true if given angle is inside the interval given by a starting_angle
# and the size.
# TODO Refactor to make this stuff understandable :D
#
# #### Parameters
#
# - angle: Angle to test
# - interval : Array of size 2, containing the starting angle, and the size of
# interval
# eg: [90, 40] corresponds to angle between 90° and 130°
func is_angle_in_interval(angle: float, interval : Array) -> bool:
angle = wrapi(angle, 0, 360)
if angle == 0:
angle = 360
var start_angle = wrapi(interval[0], 0, 360)
var angle_area = interval[1]
var end_angle = wrapi(interval[0] + angle_area, 0, 360)
if ((angle >= 270 and angle <= 360) \
or (angle >= 0 and angle <= 90)) \
and wrapi(angle + 180, 0, 360) > wrapi(interval[0] + 180, 0, 360) \
and wrapi(angle + 180, 0, 360) <= wrapi(
interval[0] + angle_area + 180, 0, 360
):
return true
elif wrapi(angle, 0, 360) > start_angle \
and wrapi(angle, 0, 360) <= end_angle:
return true
return false
# Sets character's angle and plays according animation.
#
# TODO: depending on current angle and current angle, the character may
# directly turn around with no "progression". We may enhance this by
# calculating successive directions to turn the character to, so that he
# doesn't switch to opposite direction too fast.
# For example, if character looks WEST and set_angle(EAST) is called, we may
# want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and
# finally EAST, all more or less fast.
# Whatever the implementation, this should be activated using "parameter
# "immediate" set to false.
#
# #### Parameters
#
# - deg int angle to set the character
# - immediate bool (currently unused, see TODO below)
# If true, direction is switched immediately. Else, successive animations are
# used so that the character turns to target angle.
func set_angle(deg : int, immediate = true) -> void:
if deg < 0 or deg > 360:
escoria.logger.report_errors(
"movable.gd:set_angle()",
["Invalid degree to turn to " + str(deg)]
)
moved = true
last_deg = deg
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.animation_sprite.animation != \
parent.animations.idles[last_dir][0]:
parent.animation_sprite.play(parent.animations.idles[last_dir][0])
pose_scale = parent.animations.idles[last_dir][1]
update_terrain()

View File

@@ -1,4 +0,0 @@
extends Node
func _ready():
pass

View File

@@ -1,334 +0,0 @@
tool
extends Node
class_name Movable
"""
This class performs the moving (walk, teleport, terrain scaling...) actions on
the parent node.
"""
onready var parent = get_parent()
# If character misses an animation, bypass it and proceed.
onready var bypass_missing_animation = false
var walk_path : Array = []
var walk_destination : Vector2
var walk_context
var moved : bool
var path_ofs : float
var last_deg : int
var last_dir : int
var last_scale : Vector2
var pose_scale : int
func _ready():
parent.add_user_signal("arrived")
func _process(time):
if Engine.is_editor_hint():
return
if parent.task == parent.PLAYER_TASKS.WALK or parent.task == parent.PLAYER_TASKS.SLIDE:
var pos = parent.get_position()
var old_pos = pos
var next
if walk_path.size() > 1:
next = walk_path[path_ofs + 1]
else:
next = walk_path[path_ofs]
var dist = parent.speed * time * pow(last_scale.x, 2) * \
parent.terrain.player_speed_multiplier
if walk_context and "fast" in walk_context and walk_context.fast:
dist *= parent.terrain.player_doubleclick_speed_multiplier
var dir = (next - pos).normalized()
# assume that x^2 + y^2 == 1, apply v_speed_damp the y axis
#printt("dir before", dir)
dir = dir * (dir.x * dir.x + dir.y * dir.y * parent.v_speed_damp)
#printt("dir after", dir, dist)
var new_pos
if pos.distance_to(next) < dist:
new_pos = next
path_ofs += 1
else:
new_pos = pos + dir * dist
if path_ofs >= walk_path.size() - 1:
walk_stop(walk_destination)
return
pos = new_pos
var angle = (old_pos.angle_to_point(pos))
parent.set_position(pos)
if parent.task == parent.PLAYER_TASKS.WALK:
last_deg = escoria.utils._get_deg_from_rad(angle)
last_dir = _get_dir_deg(last_deg, parent.animations)
var current_animation = ""
if parent.animation_sprite != null:
current_animation = parent.animation_sprite.animation
# elif animation != null:
# current_animation = animation.current_animation
bypass_missing_animation = false
if !bypass_missing_animation:
var animation_to_play = parent.animations.directions[last_dir][0]
if current_animation != animation_to_play:
if parent.animation_sprite.frames.has_animation(animation_to_play):
parent.animation_sprite.play(animation_to_play)
else:
bypass_missing_animation = true
current_animation = animation_to_play
escoria.logger.report_warnings("movable.gd:_process()",
["Character " + parent.global_id + " has no animation " + animation_to_play,
"Bypassing missing animation and proceed movement."], true)
pose_scale = parent.animations.directions[last_dir][1]
update_terrain()
else:
moved = false
set_process(false)
func teleport(target, angle : Object = null) -> void:
"""
Teleports the item on target position.
target can be Vector2 or Object
"""
if typeof(target) == TYPE_VECTOR2 :
escoria.logger.info("Object " + parent.global_id + " teleported at position " +
str(target) + " with angle", [angle])
parent.position = target
elif target is Position2D:
escoria.logger.info("Object " + parent.global_id + " teleported at position " +
str(target.position) + " with angle", [angle])
parent.position = target.position
elif typeof(target) == TYPE_OBJECT:
# if target.get("interact_positions") != null:
# parent.position = target.interact_positions.default #.global_position
# else:
# parent.position = target.position
parent.position = target.get_interact_position()
escoria.logger.info("Object " + target.name + " teleported at position "
+ str(parent.position) + " with angle ", str(angle))
else:
escoria.logger.report_errors("escitem.gd:teleport()", ["Target to teleport to is null or unusable (" + target + ")"])
# PUBLIC FUNCTION
func walk_to(pos : Vector2, p_walk_context = null):
if not parent.terrain:
return walk_stop(parent.get_position())
if parent.task == parent.PLAYER_TASKS.WALK:
if walk_context.has("target_object") and p_walk_context.has("target_object"):
if walk_context["target_object"] == p_walk_context["target_object"]:
walk_context["fast"] = p_walk_context["fast"]
return true
elif walk_context.has("target") and p_walk_context.has("target"):
if walk_context["target"] == p_walk_context["target"]:
walk_context["fast"] = p_walk_context["fast"]
return true
else:
pass
if parent.task == parent.PLAYER_TASKS.NONE:
parent.task = parent.PLAYER_TASKS.WALK
walk_path = parent.terrain.get_terrain_path(parent.get_position(), pos)
walk_context = p_walk_context
if walk_path.size() == 0:
parent.task = parent.PLAYER_TASKS.NONE
walk_stop(parent.get_position())
set_process(false)
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
if parent.terrain.is_solid(pos):
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0.0
parent.task = parent.PLAYER_TASKS.WALK
set_process(true)
# PRIVATE FUNCTION
func walk(target_pos, p_speed, context = null):
if p_speed:
parent.orig_speed = parent.speed
parent.speed = p_speed
walk_to(target_pos, context)
# PRIVATE FUNCTION
func walk_stop(pos):
parent.position = pos
# parent.interact_status = parent.INTERACT_STATES.INTERACT_NONE
walk_path = []
if parent.orig_speed:
parent.speed = parent.orig_speed
parent.orig_speed = 0.0
parent.task = parent.PLAYER_TASKS.NONE
moved = false
set_process(false)
if parent.params_queue != null && !parent.params_queue.empty():
if parent.animations.dir_angles.size() > 0:
if parent.arams_queue[0].interact_angle == -1:
escoria.tools.resolve_angle_to(parent.params_queue[0])
else:
last_dir = _get_dir_deg(parent.params_queue[0].interact_angle, parent.animations)
parent.animation_sprite.play(parent.animations.idles[last_dir][0])
pose_scale = parent.animations.idles[last_dir][1]
update_terrain()
else:
parent.animation_sprite.play(parent.animations.idles[last_dir][0])
pose_scale = parent.animations.idles[last_dir][1]
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "interact", parent.params_queue)
# Clear params queue to prevent the same action from being triggered again
parent.params_queue = []
else:
# If we're heading to an object and reached its interaction position,
# orient towards the defined interaction direction set on the object (if any)
if walk_context.has("target_object") \
and walk_context.target_object.player_orients_on_arrival \
and escoria.object_manager.get_object(
walk_context.target_object.global_id
).interactive:
var orientation = walk_context["target_object"].interaction_direction
last_dir = orientation
parent.animation_sprite.play(parent.animations.idles[orientation][0])
pose_scale = parent.animations.idles[orientation][1]
else:
parent.animation_sprite.play(parent.animations.idles[last_dir][0])
pose_scale = parent.animations.idles[last_dir][1]
update_terrain()
yield(parent.animation_sprite, "animation_finished")
escoria.logger.info(parent.global_id + " arrived at " + str(walk_context))
parent.emit_signal("arrived", walk_context)
func update_terrain(on_event_finished_name = null):
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 != "setup":
return
if parent.get("is_exit"):
return
if parent.get("dont_apply_terrain_scaling"):
return
var pos = parent.position
parent.z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
var color
if parent.terrain_is_scalenodes:
last_scale = parent.terrain.get_terrain(pos)
parent.scale = last_scale
elif parent.check_maps:
color = parent.terrain.get_terrain(pos)
var scal = parent.terrain.get_scale_range(color.b)
if scal != parent.get_scale():
last_scale = scal
parent.scale = last_scale
# Do not flip the entire character, because that would conflict
# with shadows that expect to be siblings of $texture
if pose_scale == -1 and parent.get_node("sprite").scale.x > 0:
parent.get_node("sprite").scale.x *= pose_scale
parent.collision.scale.x *= pose_scale
elif pose_scale == 1 and parent.get_node("sprite").scale.x < 0:
parent.get_node("sprite").scale.x *= -1
parent.collision.scale.x *= -1
# if parent.check_maps:
# color = parent.terrain.get_light(pos)
#
# if color:
# for s in sprites:
# s.set_modulate(color)
func _get_dir(angle : float, animations) -> int:
var deg = escoria.utils._get_deg_from_rad(angle)
return _get_dir_deg(deg, animations)
func _get_dir_deg(deg : int, animations) -> 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 arr_angle_zone in animations.dir_angles:
if is_angle_in_interval(deg, arr_angle_zone):
dir = i
break
else:
i += 1
continue
# It's an error to have the animations misconfigured
if dir == -1:
escoria.logger.report_errors("escitem.gd:_get_dir_deg()", ["No direction found for " + str(deg)])
return dir
"""
Returns true if given angle is inside the interval given by a starting_angle and the size.
@param angle : Angle to test
@param: interval : Array of size 2, containing the starting angle, and the size of interval
 eg: [90, 40] corresponds to angle between 90° and 130°
"""
func is_angle_in_interval(angle: float, interval : Array) -> bool:
angle = wrapi(angle, 0, 360)
if angle == 0:
angle = 360
var start_angle = wrapi(interval[0], 0, 360)
var angle_area = interval[1]
var end_angle = wrapi(interval[0] + angle_area, 0, 360)
if (angle >= 270 and angle <= 360) or (angle >= 0 and angle <= 90):
if wrapi(angle+180, 0, 360) > wrapi(interval[0]+ 180, 0, 360) \
&& wrapi(angle+180, 0, 360) <= wrapi(interval[0] + angle_area + 180, 0, 360):
return true
else:
if wrapi(angle, 0, 360) > start_angle && wrapi(angle, 0, 360) <= end_angle:
return true
return false
"""
Sets character's angle and plays according animation.
- deg int angle to set the character
- immediate bool (currently unused, see TODO below)
If true, direction is switched immediately. Else, successive animations are
used so that the character turns to target angle.
TODO: depending on current angle and current angle, the character may directly turn around
with no "progression". We may enhance this by calculating successive directions to turn the
character to, so that he doesn't switch to opposite direction too fast.
For example, if character looks WEST and set_angle(EAST) is called, we may want the character
to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and finally EAST, all more or less fast.
Whatever the implementation, this should be activated using "parameter "immediate" set to false.
"""
func set_angle(deg : int, immediate = true):
if deg < 0 or deg > 360:
escoria.logger.report_errors("movable.gd:set_angle()", ["Invalid degree to turn to " + str(deg)])
moved = true
last_deg = deg
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.animation_sprite.animation != parent.animations.idles[last_dir][0]:
parent.animation_sprite.play(parent.animations.idles[last_dir][0])
pose_scale = parent.animations.idles[last_dir][1]
update_terrain()

View File

@@ -1,9 +1,7 @@
# `teleport object1 object2 [angle]` # `teleport object1 object2
# #
# Sets the position of object1 to the position of object2. By default, # Sets the position of object1 to the position of object2.
# object2's interact_angle is used to turn object1, but angle will override # FIXME re-add the angle parameter here
# this. Useful for doors and such with an interact_angle you don't always want
# to adhere to when re-entering a room.
# #
# @ESC # @ESC
extends ESCBaseCommand extends ESCBaseCommand
@@ -14,8 +12,8 @@ class_name TeleportCommand
func configure() -> ESCCommandArgumentDescriptor: func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new( return ESCCommandArgumentDescriptor.new(
2, 2,
[TYPE_STRING, TYPE_STRING, TYPE_INT], [TYPE_STRING, TYPE_STRING],
[null, null, null] [null, null]
) )
@@ -42,9 +40,8 @@ func validate(arguments: Array):
# Run the command # Run the command
func run(command_params: Array) -> int: func run(command_params: Array) -> int:
escoria.object_manager.get_object(command_params[0]).node\ (escoria.object_manager.get_object(command_params[0]).node as ESCPlayer)\
.teleport( .teleport(
escoria.object_manager.get_object(command_params[1]).node, escoria.object_manager.get_object(command_params[1]).node
command_params[2]
) )
return ESCExecution.RC_OK return ESCExecution.RC_OK

View File

@@ -19,7 +19,10 @@ func load_command(command_name: String) -> ESCBaseCommand:
): ):
if ResourceLoader.exists("%s/%s.gd" % [command_directory, command_name]): if ResourceLoader.exists("%s/%s.gd" % [command_directory, command_name]):
registry[command_name] = load( registry[command_name] = load(
"%s/%s.gd" % [command_directory, command_name] "%s/%s.gd" % [
command_directory.trim_suffix("/"),
command_name
]
).new() ).new()
return registry[command_name] return registry[command_name]

View File

@@ -19,6 +19,11 @@ const RESERVED_GLOBALS = [
export(Dictionary) var _globals = {} export(Dictionary) var _globals = {}
func _init():
set_global("ESC_LAST_SCENE", "", true)
# Check if a global was registered # Check if a global was registered
# #
# #### Parameters # #### Parameters

View File

@@ -82,7 +82,7 @@ func is_valid() -> bool:
var command_found = false var command_found = false
for base_path in ProjectSettings.get("escoria/main/command_directories"): for base_path in ProjectSettings.get("escoria/main/command_directories"):
var command_path = "%s/%s.gd" % [ var command_path = "%s/%s.gd" % [
base_path, base_path.trim_suffix("/"),
self.name self.name
] ]
if ResourceLoader.exists(command_path): if ResourceLoader.exists(command_path):

View File

@@ -1,49 +1,53 @@
# ESCBackground's purpose is to display a background image and receive input
# events on the background. More precisely, the TextureRect under ESCBackground
# does not receive events itself - if it did, it would also eat all events like
# hotspot focusing and such. Instead, we set the TextureRect mouse filter to
# MOUSE_FILTER_IGNORE, and we use an Area2D node to receive the input events.
#
# If ESCBackground doesn't contain a texture, it is important that its rect_size
# is set over the whole scene, because its rect_size is then used to create the
# Area2D node under it. If the rect_size is wrongly set, the background may
# receive no input.
tool tool
extends TextureRect extends TextureRect
class_name ESCBackground class_name ESCBackground
func get_class():
return "ESCBackground"
# The background was double clicked
#
# #### Parameters
#
# - position: The position where the player clicked
signal double_left_click_on_bg(position) signal double_left_click_on_bg(position)
signal left_click_on_bg(position)
signal right_click_on_bg(position)
signal mouse_moved
# The background was left clicked
#
# #### Parameters
#
# - position: The position where the player clicked
signal left_click_on_bg(position)
# The background was right clicked
#
# #### Parameters
#
# - position: The position where the player clicked
signal right_click_on_bg(position)
# The ESC script connected to this background
export(String, FILE, "*.esc") var esc_script = "" export(String, FILE, "*.esc") var esc_script = ""
# Actual size of the scene
var size : Vector2
"""
ESCBackground purpose is to display a background image and receive input events
on the background. More precisely, the TextureRect under ESCBackground does not
receive events itself - if it did, it would also eat all events like hotspot
focusing and such. Instead, we set the TextureRect mouse filter to
MOUSE_FILTER_IGNORE, and we use an Area2D node to receive the input events.
If ESCBackground doesn't contain a texture, it is important that its rect_size
is set over the whole scene, because its rect_size is then used to create the
Area2D node under it. If the rect_size is wrongly set, the background may
receive no input.
"""
# PRIVATE VARS
var area : Area2D
var actual_click_position : Vector2
# Godot doesn't do doubleclicks so we must
var last_lmb_dt = 0
var waiting_dblclick = null # null or [pos, event]
# Create the underlying Area2D as an input device
func _enter_tree(): func _enter_tree():
# Use size of background texture to calculate collision shape if any var size
if get_texture(): if get_texture():
size = get_texture().get_size() size = get_texture().get_size()
else: else:
size = rect_size size = rect_size
area = Area2D.new() var area = Area2D.new()
var shape = RectangleShape2D.new() var shape = RectangleShape2D.new()
var sid = area.create_shape_owner(area) var sid = area.create_shape_owner(area)
@@ -53,24 +57,34 @@ func _enter_tree():
transform.origin = size / 2 transform.origin = size / 2
area.shape_owner_set_transform(sid, transform) area.shape_owner_set_transform(sid, transform)
# Set extents of RectangleShape2D to cover entire Sprite # Set extents of RectangleShape2D to cover entire TextureRect
shape.set_extents(size / 2) shape.set_extents(size / 2)
area.shape_owner_add_shape(sid, shape) area.shape_owner_add_shape(sid, shape)
# Handle inputs to the Area2D ourself
area.connect("input_event", self, "manage_input")
add_child(area) add_child(area)
# Disable mouse filter events and connect our own events to the ESC input
# manager
func _ready(): func _ready():
mouse_filter = MOUSE_FILTER_IGNORE mouse_filter = MOUSE_FILTER_IGNORE
area.connect("input_event", self, "manage_input")
connect("gui_input", self, "manage_input_texturerect")
if !Engine.is_editor_hint(): if !Engine.is_editor_hint():
connect("left_click_on_bg", escoria.inputs_manager, "_on_left_click_on_bg") connect("left_click_on_bg", escoria.inputs_manager, "_on_left_click_on_bg")
connect("right_click_on_bg", escoria.inputs_manager, "_on_right_click_on_bg") connect("right_click_on_bg", escoria.inputs_manager, "_on_right_click_on_bg")
connect("double_left_click_on_bg", escoria.inputs_manager, "_on_double_left_click_on_bg") connect("double_left_click_on_bg", escoria.inputs_manager, "_on_double_left_click_on_bg")
# connect("mouse_moved_on_bg", escoria.inputs_manager, "_on_mouse_moved_on_bg")
func manage_input(_viewport, event, _shape_idx):
# Manage inputs reaching the Area2D and emit the events to the input manager
# TODO: Don't change private variables here, use an event for BUTTON_WHEEL
#
# #### Parameters
# - _viewport: (not used)
# - event: Event received
# - _shape_idx: (not used)
func manage_input(_viewport, event, _shape_idx) -> void:
if event.is_action_pressed("switch_action_verb"): if event.is_action_pressed("switch_action_verb"):
if event.button_index == BUTTON_WHEEL_UP: if event.button_index == BUTTON_WHEEL_UP:
escoria.inputs_manager._on_mousewheel_action(-1) escoria.inputs_manager._on_mousewheel_action(-1)
@@ -87,21 +101,11 @@ func manage_input(_viewport, event, _shape_idx):
emit_signal("left_click_on_bg", p) emit_signal("left_click_on_bg", p)
if event.button_index == BUTTON_RIGHT: if event.button_index == BUTTON_RIGHT:
emit_signal("right_click_on_bg", p) emit_signal("right_click_on_bg", p)
# elif event is InputEventMouseMotion:
# emit_signal("mouse_moved_on_bg")
func manage_input_texturerect(event): # Calculate the actual area taken by this background depending on its
if event is InputEventMouseButton and event.is_pressed(): # Texture or set size
if event.button_index == BUTTON_LEFT: # **Returns** The correct area size
emit_signal("left_click_on_bg", event.position)
if event.button_index == BUTTON_RIGHT:
emit_signal("right_click_on_bg", event.position)
else:
pass
func get_full_area_rect2() -> Rect2: func get_full_area_rect2() -> Rect2:
var area_rect2 : Rect2 = Rect2() var area_rect2 : Rect2 = Rect2()
var pos = get_global_position() var pos = get_global_position()

View File

@@ -0,0 +1,251 @@
# A base class for ESC game scenes
# An extending class can be used in the project settings and is responsible
# for managing very basic game features and controls
tool
extends Node2D
class_name ESCGame
# Editor debug modes
# NONE - No debugging
# MOUSE_TOOLTIP_LIMITS - Visualize the tooltip limits
enum EDITOR_GAME_DEBUG_DISPLAY {
NONE,
MOUSE_TOOLTIP_LIMITS
}
# The safe margin around tooltips
export(float) var mouse_tooltip_margin = 50.0
# A reference to the node handling tooltips
var tooltip_node : Object
# Which (if any) debug mode for the editor is used
export(EDITOR_GAME_DEBUG_DISPLAY) var editor_debug_mode = \
EDITOR_GAME_DEBUG_DISPLAY.NONE setget _set_editor_debug_mode
# Handle debugging visualizations
func _draw():
if !Engine.is_editor_hint():
return
if editor_debug_mode == EDITOR_GAME_DEBUG_DISPLAY.NONE:
return
if editor_debug_mode == EDITOR_GAME_DEBUG_DISPLAY.MOUSE_TOOLTIP_LIMITS:
var mouse_limits : Rect2 = get_viewport_rect().grow(-mouse_tooltip_margin)
print(mouse_limits)
# Draw lines for tooltip limits
draw_rect(mouse_limits, ColorN("red"), false, 10.0)
# Called when the player left clicks on the background
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - position: Position clicked
func left_click_on_bg(position: Vector2) -> void:
pass
# Called when the player right clicks on the background
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - position: Position clicked
func right_click_on_bg(position: Vector2) -> void:
pass
# Called when the player double clicks on the background
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - position: Position clicked
func left_double_click_on_bg(position: Vector2) -> void:
pass
# Called when an element in the scene was focused
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - element_id: Global id of the element focused
func element_focused(element_id: String) -> void:
pass
# Called when no element is focused anymore
# (Needs to be overridden, if supported)
func element_unfocused() -> void:
pass
# Called when an item was left clicked
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - item_global_id: Global id of the item that was clicked
# - event: The received input event
func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
pass
# Called when an item was right clicked
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - item_global_id: Global id of the item that was clicked
# - event: The received input event
func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
pass
# Called when an item was double clicked
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - item_global_id: Global id of the item that was clicked
# - event: The received input event
func left_double_click_on_item(
item_global_id: String,
event: InputEvent
) -> void:
pass
# Called when an inventory item was left clicked
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - inventory_item_global_id: Global id of the inventory item was clicked
# - event: The received input event
func left_click_on_inventory_item(
inventory_item_global_id: String,
event: InputEvent
) -> void:
pass
# Called when an inventory item was right clicked
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - inventory_item_global_id: Global id of the inventory item was clicked
# - event: The received input event
func right_click_on_inventory_item(
inventory_item_global_id: String,
event: InputEvent
) -> void:
pass
# Called when an inventory item was double clicked
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - inventory_item_global_id: Global id of the inventory item was clicked
# - event: The received input event
func left_double_click_on_inventory_item(
inventory_item_global_id: String,
event: InputEvent
) -> void:
pass
# Called when an inventory item was focused
# (Needs to be overridden, if supported)
#
# #### Parameters
#
# - inventory_item_global_id: Global id of the inventory item that was focused
func inventory_item_focused(inventory_item_global_id : String) -> void:
pass
# Called when no inventory item is focused anymore
# (Needs to be overridden, if supported)
func inventory_item_unfocused() -> void:
pass
# Called when the inventory was opened
# (Needs to be overridden, if supported)
func open_inventory():
pass
# Called when the inventory was closed
# (Needs to be overridden, if supported)
func close_inventory():
pass
# Called when the mousewheel was used
# (Needs to be overridden, if supported)
#
# #### Parameter
#
# - direction: The direction in which the mouse wheel was rotated
func mousewheel_action(direction : int):
pass
# Called when the UI should be hidden
# (Needs to be overridden, if supported)
func hide_ui():
pass
# Called when the UI should be shown
# (Needs to be overridden, if supported)
func show_ui():
pass
# Function is called if Project setting escoria/ui/tooltip_follows_mouse = true
#
# #### Parameters
#
# - p_position: Position of the mouse
func update_tooltip_following_mouse_position(p_position : Vector2):
var corrected_position = p_position
# clamp TOP
if tooltip_node.tooltip_distance_to_edge_top(p_position) <= mouse_tooltip_margin:
corrected_position.y = mouse_tooltip_margin
# clamp BOTTOM
if tooltip_node.tooltip_distance_to_edge_bottom(p_position + tooltip_node.rect_size) <= mouse_tooltip_margin:
corrected_position.y = escoria.game_size.y - mouse_tooltip_margin - tooltip_node.rect_size.y
# clamp LEFT
if tooltip_node.tooltip_distance_to_edge_left(p_position - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = mouse_tooltip_margin
# clamp RIGHT
if tooltip_node.tooltip_distance_to_edge_right(p_position + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = escoria.game_size.x - mouse_tooltip_margin - tooltip_node.rect_size.x
tooltip_node.anchor_right = 0.2
tooltip_node.rect_position = corrected_position + tooltip_node.offset_from_cursor
# Set the Editor debug mode
func _set_editor_debug_mode(p_editor_debug_mode : int) -> void:
editor_debug_mode = p_editor_debug_mode
update()

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@@ -0,0 +1,93 @@
# The inventory representation of an ESC item if pickable
extends TextureButton
class_name ESCInventoryItem
# Signal emitted when the item was left clicked
#
# #### Parameters
#
# - item_id: Global ID of the clicked item
signal mouse_left_inventory_item(item_id)
# Signal emitted when the item was right clicked
#
# #### Parameters
#
# - item_id: Global ID of the clicked item
signal mouse_right_inventory_item(item_id)
# Signal emitted when the item was double clicked
#
# #### Parameters
#
# - item_id: Global ID of the clicked item
signal mouse_double_left_inventory_item(item_id)
# Signal emitted when the item was focused
#
# #### Parameters
#
# - item_id: Global ID of the clicked item
signal inventory_item_focused(item_id)
# Signal emitted when the item is not focused anymore
signal inventory_item_unfocused()
# Global ID of the ESCItem that uses this ESCInventoryItem
# Will be set by ESCItem automatically
var global_id
# Connect input handlers
func _ready():
connect("gui_input", self, "_on_inventory_item_gui_input")
connect("mouse_entered", self, "_on_inventory_item_mouse_enter")
connect("mouse_exited", self, "_on_inventory_item_mouse_exit")
# Handle the gui input and emit the respective signals
#
# #### Parameters
#
# - event: The event received
func _on_inventory_item_gui_input(event : InputEvent):
if event.is_action_pressed("switch_action_verb"):
if event.button_index == BUTTON_WHEEL_UP:
escoria.inputs_manager._on_mousewheel_action(-1)
elif event.button_index == BUTTON_WHEEL_DOWN:
escoria.inputs_manager._on_mousewheel_action(1)
if event is InputEventMouseButton:
# var p = get_global_mouse_position()
if event.doubleclick:
if event.button_index == BUTTON_LEFT:
emit_signal(
"mouse_double_left_inventory_item",
global_id,
event
)
else:
if event.is_pressed():
if event.button_index == BUTTON_LEFT:
emit_signal(
"mouse_left_inventory_item",
global_id,
event
)
if event.button_index == BUTTON_RIGHT:
emit_signal(
"mouse_right_inventory_item",
global_id,
event
)
# Handle mouse entering the item and send the respecitve signal
func _on_inventory_item_mouse_enter():
emit_signal("inventory_item_focused", global_id)
# Handle mouse leaving the item and send the respecitve signal
func _on_inventory_item_mouse_exit():
emit_signal("inventory_item_unfocused")

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@@ -0,0 +1,349 @@
# ESCItem is a Sprite that defines an item, potentially interactive
tool
extends Area2D
class_name ESCItem
# Emitted when the mouse has entered this item
#
# #### Parameters
#
# - items: The inventory item node
signal mouse_entered_item(item)
# Emitted when the mouse has exited this item
#
# #### Parameters
#
# - items: The inventory item node
signal mouse_exited_item(item)
# Emitted when the item was left cliced
#
# #### Parameters
#
# - global_id: ID of this item
signal mouse_left_clicked_item(global_id)
# Emitted when the item was double cliced
#
# #### Parameters
#
# - global_id: ID of this item
signal mouse_double_left_clicked_item(global_id)
# Emitted when the item was right cliced
#
# #### Parameters
#
# - global_id: ID of this item
signal mouse_right_clicked_item(global_id)
# Emitted when the item walked to a destination
#
# #### Parameters
#
# - walk_context: The walk context of the command
signal arrived(walk_context)
# The global ID of this item
export(String) var global_id
# The ESC script for this item
export(String, FILE, "*.esc") var esc_script
# If true, the ESC script may have an ":exit_scene" event to manage scene changes
export(bool) var is_exit
# If true, object is considered as trigger. Allows using :trigger_in and
# :trigger_out verbs in ESC scripts.
export(bool) var is_trigger
# The verb used for the trigger in ESC events
export(String) var trigger_in_verb = "trigger_in"
# The verb used for the trigger out ESC events
export(String) var trigger_out_verb = "trigger_out"
# If true, the player can interact with this item
export(bool) var is_interactive = true
# If true, player orients towards 'interaction_direction' as
# player character arrives.
export(bool) var player_orients_on_arrival = true
# Let the player turn to this direction when the player arrives at the
# item
export(int) var interaction_direction
# The name for the tooltip of this item
export(String) var tooltip_name
# Default action to use if object is not in the inventory
export(String) var default_action
# Default action to use if object is in the inventory
export(String) var default_action_inventory
# If action used by player is in this list, the game will wait for a second
# click on another item to combine objects together (typical
# `USE <X> WITH <Y>`, `GIVE <X> TO <Y>`)
export(PoolStringArray) var combine_if_action_used_among = []
# If true, combination must be done in the way it is written in ESC script
# ie. :use ON_ITEM
# If false, combination will be tried in the other way.
export(bool) var combine_is_one_way = false
# If true, then the object must have been picked up before using it.
# A false value is useful for items in the background, such as buttons.
export(bool) var use_from_inventory_only = false
# Scene based on ESCInventoryItem used in inventory for the object if it is
# picked up, that displays and handles the item
export(PackedScene) var inventory_item_scene_file : PackedScene
# Color used for dialogs
export(Color) var dialog_color = ColorN("white")
# If true, terrain scaling will not be applied and
# node will remain at the scale set in the scene.
export(bool) var dont_apply_terrain_scaling = false
# Speed of this item ifmovable
export(int) var speed : int = 300
# Speed damp of this item if movable
export(float) var v_speed_damp : float = 1.0
# Animations script (for walking, idling...)
export(Script) var animations
# The movable subnode
var movable: ESCMovable = null
# Reference to the animation node (null if none was found)
var animation_sprite = null
# Reference to the current terrain
var terrain: ESCTerrain
# Reference to this items collision shape node
var collision: Node
# The representation of this item in the scene. Will
# be loaded, if inventory_item_scene_file is set.
var inventory_item: ESCInventoryItem = null setget ,_get_inventory_item
# Add the movable node, connect signals, detect child nodes
# and register this item
func _ready():
movable = ESCMovable.new()
add_child(movable)
_detect_children()
connect("mouse_entered", self, "_on_mouse_entered")
connect("mouse_exited", self, "_on_mouse_exited")
connect("input_event", self, "manage_input")
# Register and connect all elements to Escoria backoffice.
if not Engine.is_editor_hint():
escoria.event_manager.connect("event_finished", self, "_update_terrain")
escoria.object_manager.register_object(
ESCObject.new(
global_id,
self
),
true
)
terrain = escoria.room_terrain
if !is_trigger:
connect("mouse_entered_item", escoria.inputs_manager, "_on_mouse_entered_item")
connect("mouse_exited_item", escoria.inputs_manager, "_on_mouse_exited_item")
connect("mouse_left_clicked_item", escoria.inputs_manager, "_on_mouse_left_clicked_item")
connect("mouse_double_left_clicked_item", escoria.inputs_manager, "_on_mouse_left_double_clicked_item")
connect("mouse_right_clicked_item", escoria.inputs_manager, "_on_mouse_right_clicked_item")
else:
connect("area_entered", self, "element_entered")
connect("area_exited", self, "element_exited")
connect("body_entered", self, "element_entered")
connect("body_exited", self, "element_exited")
# If object can be in the inventory, set default_action_inventory to same as
# default_action, if default_action_inventory is not set
if use_from_inventory_only and default_action_inventory.empty():
default_action_inventory = default_action
# Perform a first terrain scaling if we have to.
if !is_exit or dont_apply_terrain_scaling:
movable.last_scale = scale
movable.update_terrain()
# Return the animation player node
func get_animation_player():
return animation_sprite
# Return the position the player needs to walk to to interact with this
# item. That can either be a direct Position2D child or a collision shape
#
# **Returns** The interaction position
func get_interact_position() -> Vector2:
var interact_position = null
for c in get_children():
if c is Position2D:
if c.get_owner() == self:
continue
interact_position = c.global_position
if interact_position == null and collision != null:
interact_position = collision.global_position
return interact_position
# Manage mouse button clicks on this item by sending out signals
#
# #### Parameters
#
# - _viewport: not used
# - event: Triggered event
# - _shape_idx: not used
func manage_input(
_viewport : Viewport,
event : InputEvent,
_shape_idx : int
) -> void:
if event is InputEventMouseButton:
if event.doubleclick:
if event.button_index == BUTTON_LEFT:
emit_signal("mouse_double_left_clicked_item", self, event)
else:
if event.is_pressed():
if event.button_index == BUTTON_LEFT:
emit_signal("mouse_left_clicked_item", self, event)
elif event.button_index == BUTTON_RIGHT:
emit_signal("mouse_right_clicked_item", self, event)
# React to the mouse entering the item by emitting the respective signal
func _on_mouse_entered():
emit_signal("mouse_entered_item", self)
# React to the mouse exiting the item by emitting the respective signal
func _on_mouse_exited():
emit_signal("mouse_exited_item", self)
# Another item (e.g. the player) has entered this item
#
# #### Parameters
#
# - body: Other object that has entered the item
func element_entered(body):
if body is ESCBackground or body.get_parent() is ESCBackground:
return
escoria.do("trigger_in", [global_id, body.global_id, trigger_in_verb])
# Another item (e.g. the player) has exited this element
# #### Parameters
#
# - body: Other object that has entered the item
func element_exited(body):
if body is ESCBackground or body.get_parent() is ESCBackground:
return
escoria.do("trigger_out", [global_id, body.global_id, trigger_out_verb])
# Use the movable node to teleport this item to the target item
#
# #### Parameters
#
# - target: Target item to teleport to
func teleport(target: Node) -> void:
movable.teleport(target)
# Use the movable node to make the item walk to the 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:
movable.walk_to(pos, p_walk_context)
# Set the moving speed
#
# #### Parameters
#
# - speed_value: Set the new speed
func set_speed(speed_value : int) -> void:
speed = speed_value
# Set the angle
#
# #### Parameters
#
# Set the angle
func set_angle(deg : int, immediate = true):
movable.set_angle(deg, immediate)
# Play the talking animation
func start_talking():
if animation_sprite.is_playing():
animation_sprite.stop()
animation_sprite.play(animations.speaks[movable.last_dir][0])
# Stop playing the talking animation
func stop_talking():
if animation_sprite.is_playing():
animation_sprite.stop()
animation_sprite.play(animations.idles[movable.last_dir][0])
# Detect the child nodes and set respective references
func _detect_children() -> void:
# Detect animation player
for n in get_children():
if n is AnimatedSprite:
animation_sprite = n
continue
if n is AnimationPlayer:
animation_sprite = n
continue
# Initialize collision variable.
for c in get_children():
if c is CollisionShape2D or c is CollisionPolygon2D:
collision = c
# Upate the terrain when an event finished
func _update_terrain(rc: int, event_name: String) -> void:
movable.update_terrain(event_name)
# Get inventory item from the inventory item scene
# **Returns** The inventory item of this ESCitem
func _get_inventory_item() -> ESCInventoryItem:
if not inventory_item and inventory_item_scene_file:
inventory_item = inventory_item_scene_file.instance()
inventory_item.global_id = self.global_id
return inventory_item

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@@ -0,0 +1,20 @@
# A playable character
# TODO
# - Currently the sprite node needs to be named "sprite". This is bad.
# - Animation management doesn't allow using AnimationPlayer yet. Need to find
# the best solution to manage both AnimatedSprite and AnimationPlayer.
tool
extends ESCItem
class_name ESCPlayer
# The node that references the camera position
export(NodePath) var camera_position_node
# Return the camera position if a camera_position_node exists or the
# global position of the player
func get_camera_pos():
if camera_position_node and get_node(camera_position_node):
return get_node(camera_position_node).global_position
return global_position

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@@ -1,6 +1,6 @@
# A cache for resources # A cache for resources
extends Object extends Object
class_name ResourceCache class_name ESCResourceCache
var thread : Thread var thread : Thread
var mutex : Mutex var mutex : Mutex

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@@ -1,41 +1,62 @@
# A room in an Escora based game
tool tool
extends Node2D extends Node2D
class_name ESCRoom class_name ESCRoom
func get_class():
return "ESCRoom"
export(String) var global_id = "" # Debugging displays for a room
export(String, FILE, "*.esc") var esc_script = "" # NONE: No debug display
export(PackedScene) var player_scene # CAMERA_LIMITS: Display the camera limits
export(Array, Rect2) var camera_limits : Array = [Rect2()] setget set_camera_limits enum EditorRoomDebugDisplay {
var player
onready var game = $game
### EDITOR TOOLS ###
enum EDITOR_ROOM_DEBUG_DISPLAY {
NONE, NONE,
CAMERA_LIMITS CAMERA_LIMITS
} }
export(EDITOR_ROOM_DEBUG_DISPLAY) var editor_debug_mode = EDITOR_ROOM_DEBUG_DISPLAY.NONE setget set_editor_debug_mode
onready var camera_limits_colors : Array = [
ColorN("red"), ColorN("blue"), ColorN("green")
]
### END EDITOR TOOLS ###
# The global id of this room
export(String) var global_id = ""
# The ESC script of this room
export(String, FILE, "*.esc") var esc_script = ""
# The player inside this scene
export(PackedScene) var player_scene
# The camera limits available in this room
export(Array, Rect2) var camera_limits : Array = [Rect2()] setget set_camera_limits
# The editor debug display mode
export(int) var editor_debug_mode = EditorRoomDebugDisplay.NONE setget set_editor_debug_mode
# The player scene instance
var player
# The game scene instance
var game
# Start the random number generator when the camera limits should be displayed
func _enter_tree(): func _enter_tree():
randomize() if editor_debug_mode == EditorRoomDebugDisplay.CAMERA_LIMITS:
randomize()
# Sanitize camera limits, add player node and set the global id to the
# name of this node if it's not set manually
func _ready(): func _ready():
if camera_limits.empty(): if camera_limits.empty():
camera_limits.push_back(Rect2()) camera_limits.push_back(Rect2())
if camera_limits.size() == 1 and camera_limits[0].has_no_area(): if camera_limits.size() == 1 and camera_limits[0].has_no_area():
camera_limits[0] = Rect2(0, 0, $background.rect_size.x, $background.rect_size.y) camera_limits[0] = \
Rect2(0, 0, $background.rect_size.x, $background.rect_size.y)
if Engine.is_editor_hint(): if Engine.is_editor_hint():
return return
game = $game
if player_scene: if player_scene:
player = player_scene.instance() player = player_scene.instance()
add_child(player) add_child(player)
@@ -59,12 +80,18 @@ func _ready():
if global_id.empty(): if global_id.empty():
global_id = name global_id = name
# Draw the camera limits visualization if enabled
func _draw(): func _draw():
if !Engine.is_editor_hint(): if !Engine.is_editor_hint():
return return
if editor_debug_mode == EDITOR_ROOM_DEBUG_DISPLAY.NONE: if editor_debug_mode == EditorRoomDebugDisplay.NONE:
return return
var camera_limits_colors : Array = [
ColorN("red"), ColorN("blue"), ColorN("green")
]
# If there are more camera limits than colors defined for them, add more. # If there are more camera limits than colors defined for them, add more.
if camera_limits.size() > camera_limits_colors.size(): if camera_limits.size() > camera_limits_colors.size():
@@ -79,12 +106,22 @@ func _draw():
draw_string(default_font, Vector2(camera_limits[i].position.x + 30, draw_string(default_font, Vector2(camera_limits[i].position.x + 30,
camera_limits[i].position.y + 30), str(i), camera_limits_colors[i]) camera_limits[i].position.y + 30), str(i), camera_limits_colors[i])
return
func set_camera_limits(p_camera_limits : Array) -> void: # Set the camera limits
#
# #### Parameters
#
# - p_camera_limits: An array of Rect2Ds as camera limits
func set_camera_limits(p_camera_limits: Array) -> void:
camera_limits = p_camera_limits camera_limits = p_camera_limits
update() update()
func set_editor_debug_mode(p_editor_debug_mode : int) -> void:
# Set the editor debug mode
#
# #### Parameters
#
# - p_editor_debug_mode: The debug mode to set for the room
func set_editor_debug_mode(p_editor_debug_mode: int) -> void:
editor_debug_mode = p_editor_debug_mode editor_debug_mode = p_editor_debug_mode
update() update()

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@@ -0,0 +1,228 @@
# A walkable Terrains
tool
extends Navigation2D
class_name ESCTerrain
# Visualize scales or the lightmap for debugging purposes
enum DebugMode {
NONE
SCALES
LIGHTMAP
}
# Scaling texture
export(Texture) var scales setget _set_scales
# Minimum scaling
export(float) var scale_min = 0.3
# Maximum scaling
export(float) var scale_max = 1.0
# Lightmap texture
export(Texture) var lightmap setget _set_lightmap
# The scaling factor for the scale and light maps
export(Vector2) var bitmaps_scale = Vector2(1,1) setget _set_bm_scale
# Multiplier applied to the player speed on this terrain
export(float) var player_speed_multiplier = 1.0
# Multiplier how much faster the player will walk when fast mode is on
# (double clicked)
export(float) var player_doubleclick_speed_multiplier = 1.5
# Additional modulator to the lightmap texture
export(Color) var lightmap_modulate = Color(1, 1, 1, 1)
# Currently selected debug visualize mode
export(int, "None", "Scales", "Lightmap") var debug_mode = DebugMode.NONE \
setget _set_debug_mode
# The currently activ navigation polygon
var current_active_navigation_instance: NavigationPolygonInstance = null
# Currently visualized texture for debug mode
var _texture = null
# The image from the lightmap texture
var _lightmap_data
# Prohibits multiple calls to update_texture
var _texture_in_update = false
# Set a reference to the active navigation polygon, register to Escoria
# and update the texture
func _ready():
var navigation_enabled_found = false
for n in get_children():
if n is NavigationPolygonInstance:
if n.enabled:
if navigation_enabled_found:
escoria.logger.report_errors(
"ESCTerrain:_ready()",
[
"Multiple NavigationPolygonInstances enabled " + \
"at the same time."
]
)
navigation_enabled_found = true
current_active_navigation_instance = n
if !Engine.is_editor_hint():
escoria.room_terrain = self
_update_texture()
# Return the Color of the lightmap pixel for the specified position
#
# #### Parameters
#
# - pos: Position to calculate lightmap for
# **Returns** The color of the given point
func get_light(pos: Vector2) -> Color:
if not lightmap or lightmap.get_data().is_empty():
return Color(1, 1, 1, 1)
var c = _get_color(_lightmap_data, pos)
return _get_color(_lightmap_data, pos) * lightmap_modulate
# Calculate the scale inside the scale range for a given scale factor
#
# #### Parameters
#
# - factor: The factor for the scaling according to the scale map
# **Returns** The scaling
func get_scale_range(factor: float) -> Vector2:
factor = scale_min + (scale_max - scale_min) * factor
return Vector2(factor, factor)
# Get the terrain scale factor for a given position
#
# #### Parameters
#
# - pos: The position to calculate for
# **Returns** The scale factor for the given position
func get_terrain(pos: Vector2) -> float:
if scales == null || scales.get_data().is_empty():
return 1.0
return _get_color(scales.get_data(), pos).v
# Small helper to get the color of an image at a position
func _get_color(image: Image, pos: Vector2) -> Color:
image.lock()
var color=image.get_pixel(pos.x, pos.y)
image.unlock()
return color
# Set the bitmap scaling
#
# #### Parameters
#
# - p_scale: Scale to set
func _set_bm_scale(p_scale: Vector2):
bitmaps_scale = p_scale
_update_texture()
# Set the lightmap texture
#
# #### Parameters
#
# - p_lightmap: Lightmap texture to set
func _set_lightmap(p_lightmap: Texture):
var need_init = (lightmap != p_lightmap) or (lightmap and not _lightmap_data)
lightmap = p_lightmap
# It's bad enough a new copy is created when reading a pixel, we don't
# also need to get the data for every read to make yet another copy
if need_init:
if _lightmap_data:
_lightmap_data.unlock()
_lightmap_data = lightmap.get_data()
_lightmap_data.lock()
_update_texture()
# Set the scales texture
#
# #### Parameters
#
# - p_scales: Scale texture to set
func _set_scales(p_scales: Texture):
scales = p_scales
_update_texture()
# Set the debug mode
#
# #### Parameters
#
# - p_mode: Debug mode to set
func _set_debug_mode(p_mode: int):
debug_mode = p_mode
_update_texture()
# Update the debug texture, if it is dirty
func _update_texture():
if _texture_in_update:
return
_texture_in_update = true
call_deferred("_do_update_texture")
# Update the texture and optionally set the debug texture
func _do_update_texture():
_texture_in_update = false
if !is_inside_tree() or !Engine.is_editor_hint():
return
if debug_mode == DebugMode.NONE:
update()
return
_texture = ImageTexture.new()
if debug_mode == DebugMode.SCALES:
if scales != null:
_texture = scales
elif debug_mode == DebugMode.LIGHTMAP:
if lightmap != null:
_texture = lightmap
update()
# Draw debugging visualizations
func _draw():
if _texture == null or \
not Engine.is_editor_hint() or \
debug_mode == DebugMode.NONE:
if current_active_navigation_instance:
current_active_navigation_instance.visible = true
return
var scale_vect = bitmaps_scale
if current_active_navigation_instance:
current_active_navigation_instance.visible = false
var src = Rect2(0, 0, _texture.get_width(), _texture.get_height())
var dst = Rect2(
0,
0,
_texture.get_width() * scale_vect.x,
_texture.get_height() * scale_vect.y
)
draw_texture_rect_region(_texture, dst, src)

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@@ -0,0 +1,24 @@
# The walk context describes the target of a walk command and if that command
# should be executed fast
extends Object
class_name ESCWalkContext
# Target object that the walk command tries to reach
var target_object: ESCObject = null
# The target position
var target_position: Vector2 = Vector2()
# Wether to move fast
var fast: bool
func _init(
p_target_object: ESCObject,
p_target_position: Vector2,
p_fast: bool
):
target_object = p_target_object
target_position = p_target_position
fast = p_fast

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@@ -1,129 +0,0 @@
tool
extends Node2D
class_name ESCGame
func get_class():
return "ESCGame"
export(float) var mouse_tooltip_margin = 50.0
var tooltip_node : Object
### EDITOR TOOLS ###
enum EDITOR_GAME_DEBUG_DISPLAY {
NONE,
MOUSE_TOOLTIP_LIMITS
}
export(EDITOR_GAME_DEBUG_DISPLAY) var editor_debug_mode = EDITOR_GAME_DEBUG_DISPLAY.NONE setget set_editor_debug_mode
func set_editor_debug_mode(p_editor_debug_mode : int) -> void:
editor_debug_mode = p_editor_debug_mode
update()
func _draw():
if !Engine.is_editor_hint():
return
if editor_debug_mode == EDITOR_GAME_DEBUG_DISPLAY.NONE:
return
if editor_debug_mode == EDITOR_GAME_DEBUG_DISPLAY.MOUSE_TOOLTIP_LIMITS:
var mouse_limits : Rect2 = get_viewport_rect().grow(-mouse_tooltip_margin)
print(mouse_limits)
# Draw lines for tooltip limits
draw_rect(mouse_limits, ColorN("red"), false, 10.0)
return
## BACKGROUND ##
func left_click_on_bg(position : Vector2) -> void:
pass
func right_click_on_bg(position : Vector2) -> void:
pass
func left_double_click_on_bg(position : Vector2) -> void:
pass
## ITEM/HOTSPOT FOCUS ##
func element_focused(element_id : String) -> void:
pass
func element_unfocused() -> void:
pass
## ITEMS ##
func left_click_on_item(item_global_id : String, event : InputEvent) -> void:
pass
func right_click_on_item(item_global_id : String, event : InputEvent) -> void:
pass
func left_double_click_on_item(item_global_id : String, event : InputEvent) -> void:
pass
## INVENTORY ##
func left_click_on_inventory_item(inventory_item_global_id : String, event : InputEvent) -> void:
pass
func right_click_on_inventory_item(inventory_item_global_id : String, event : InputEvent) -> void:
pass
func left_double_click_on_inventory_item(inventory_item_global_id : String, event : InputEvent) -> void:
pass
func inventory_item_focused(inventory_item_global_id : String) -> void:
pass
func inventory_item_unfocused() -> void:
pass
func open_inventory():
pass
func close_inventory():
pass
## MOUSEWHEEL ACTION ##
func mousewheel_action(direction : int):
pass
## UI SPECIFICS
func hide_ui():
pass
func show_ui():
pass
## FUNCTIONS BELOW THIS POINT DON'T NEED TO BE REIMPLEMENTED BY USER
## (Although they can be, if required)
# This function is called if Project setting escoria/ui/tooltip_follows_mouse = true
func update_tooltip_following_mouse_position(p_position : Vector2):
var corrected_position = p_position
# clamp TOP
if tooltip_node.tooltip_distance_to_edge_top(p_position) <= mouse_tooltip_margin:
corrected_position.y = mouse_tooltip_margin
# clamp BOTTOM
if tooltip_node.tooltip_distance_to_edge_bottom(p_position + tooltip_node.rect_size) <= mouse_tooltip_margin:
corrected_position.y = escoria.game_size.y - mouse_tooltip_margin - tooltip_node.rect_size.y
# clamp LEFT
if tooltip_node.tooltip_distance_to_edge_left(p_position - tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = mouse_tooltip_margin
# clamp RIGHT
if tooltip_node.tooltip_distance_to_edge_right(p_position + tooltip_node.rect_size/2) <= mouse_tooltip_margin:
corrected_position.x = escoria.game_size.x - mouse_tooltip_margin - tooltip_node.rect_size.x
tooltip_node.anchor_right = 0.2
tooltip_node.rect_position = corrected_position + tooltip_node.offset_from_cursor

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@@ -1,45 +0,0 @@
extends TextureButton
class_name ESCInventoryItem
func get_class():
return "ESCInventoryItem"
export(String) var global_id
signal mouse_left_inventory_item(item_id)
signal mouse_right_inventory_item(item_id)
signal mouse_double_left_inventory_item(item_id)
signal inventory_item_focused(item_id)
signal inventory_item_unfocused()
func _ready():
connect("gui_input", self, "_on_inventory_item_gui_input")
connect("mouse_entered", self, "_on_inventory_item_mouse_enter")
connect("mouse_exited", self, "_on_inventory_item_mouse_exit")
func _on_inventory_item_gui_input(event : InputEvent):
if event.is_action_pressed("switch_action_verb"):
if event.button_index == BUTTON_WHEEL_UP:
escoria.inputs_manager._on_mousewheel_action(-1)
elif event.button_index == BUTTON_WHEEL_DOWN:
escoria.inputs_manager._on_mousewheel_action(1)
if event is InputEventMouseButton:
# var p = get_global_mouse_position()
if event.doubleclick:
if event.button_index == BUTTON_LEFT:
emit_signal("mouse_double_left_inventory_item", global_id, event)
else:
if event.is_pressed():
if event.button_index == BUTTON_LEFT:
emit_signal("mouse_left_inventory_item", global_id, event)
if event.button_index == BUTTON_RIGHT:
emit_signal("mouse_right_inventory_item", global_id, event)
func _on_inventory_item_mouse_enter():
# Notify UI that item is focused (room.game.ui.Label UI)
emit_signal("inventory_item_focused", global_id)
func _on_inventory_item_mouse_exit():
# Notify UI that item is unfocused (room.game.ui.Label UI)
emit_signal("inventory_item_unfocused")

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@@ -1,269 +0,0 @@
tool
extends Area2D
class_name ESCItem
"""
ESCItem is a Sprite that defines an item, potentially interactive
"""
signal mouse_entered_item(item)
signal mouse_exited_item(item)
signal mouse_left_clicked_item(global_id)
signal mouse_double_left_clicked_item(global_id)
signal mouse_right_clicked_item(global_id)
var Movable
var MovableScript = load("res://addons/escoria-core/game/core-scripts/behaviors/movable.gd")
export(String) var global_id
export(String, FILE, "*.esc") var esc_script
# If true, the ESC script may have an ":exit_scene" event to manage scene changes
export(bool) var is_exit
# is_trigger If true, object is considered as trigger. Allows using :trigger_in and
# :trigger_out verbs in ESC scripts.
export(bool) var is_trigger
export(String) var trigger_in_verb = "trigger_in"
export(String) var trigger_out_verb = "trigger_out"
# is_interactive : If true, object is not "focusable".
export(bool) var is_interactive = true
# player_orients_on_arrival : If true, player orients towards 'interaction_direction' as
# player character arrives.
export(bool) var player_orients_on_arrival = true
export(ESCPlayer.Directions) var interaction_direction
export(String) var tooltip_name
# Default action to use if object is not in the inventory
export(String) var default_action
# Default action to use if object is in the inventory
export(String) var default_action_inventory
# If action used by player is in the list, game will wait for a second click on another item
# to combine objects together (typical USE <X> WITH <Y>, GIVE <X> TO <Y>)
export(PoolStringArray) var combine_if_action_used_among = []
# If true, combination must be done in the way it is written in ESC script
# ie. :use ON_ITEM
# If false, combination will be tried in the other way.
export(bool) var combine_is_one_way = false
# If use_from_inventory_only is true, then the object must have been picked up before using it.
# A false value is useful for items in the background, such as buttons.
export(bool) var use_from_inventory_only = false
# Scene used in inventory for the object if it is picked up
export(PackedScene) var inventory_item_scene_file : PackedScene
# Color used for dialogs
export(Color) var dialog_color = ColorN("white")
# Detected interact position set by a Position2D node OUTSIDE OF THE SCENE.
# You have to add a child to the INSTANCED SCENE, IN THE ROOM SCENE.
#var interact_positions : Dictionary = { "default": null}
# Animation node (null if none was found)
var animation_sprite
# Animations script (for walking, idling...)
export(Script) var animations
# TERRAIN
var terrain : ESCTerrain
# If the terrain node type is scalenodes
var terrain_is_scalenodes : bool
var check_maps = true
var collision
# If dont_apply_terrain_scaling is true, terrain scaling will not be applied and
# node will remain at the scale set in the scene.
export(bool) var dont_apply_terrain_scaling = false
export(int) var speed : int = 300
export(float) var v_speed_damp : float = 1.0
var orig_speed : float
enum PLAYER_TASKS {
NONE,
WALK,
SLIDE
}
onready var task = PLAYER_TASKS.NONE # type PLAYER_TASKS
var params_queue : Array
# PRIVATE VARS
# Size of the item
var size : Vector2
var last_deg : int
var last_dir : int
func _ready():
# Adds movable behavior
Movable = Node.new()
Movable.set_script(MovableScript)
add_child(Movable)
for n in get_children():
if n is AnimatedSprite:
animation_sprite = n
continue
if n is AnimationPlayer:
animation_sprite = n
continue
connect("mouse_entered", self, "_on_mouse_entered")
connect("mouse_exited", self, "_on_mouse_exited")
connect("input_event", self, "manage_input")
# Initialize collision variable.
for c in get_children():
if c is CollisionShape2D or c is CollisionPolygon2D:
collision = c
# Register and connect all elements to Escoria backoffice.
if !Engine.is_editor_hint():
escoria.object_manager.register_object(
ESCObject.new(
global_id,
self
),
true
)
terrain = escoria.room_terrain
if !is_trigger:
connect("mouse_entered_item", escoria.inputs_manager, "_on_mouse_entered_item")
connect("mouse_exited_item", escoria.inputs_manager, "_on_mouse_exited_item")
connect("mouse_left_clicked_item", escoria.inputs_manager, "_on_mouse_left_clicked_item")
connect("mouse_double_left_clicked_item", escoria.inputs_manager, "_on_mouse_left_double_clicked_item")
connect("mouse_right_clicked_item", escoria.inputs_manager, "_on_mouse_right_clicked_item")
else:
connect("area_entered", self, "element_entered")
connect("area_exited", self, "element_exited")
connect("body_entered", self, "element_entered")
connect("body_exited", self, "element_exited")
# If object can be in the inventory, set default_action_inventory to same as
# default_action, if default_action_inventory is not set
if use_from_inventory_only and default_action_inventory.empty():
default_action_inventory = default_action
# Perform a first terrain scaling if we have to.
if !is_exit or dont_apply_terrain_scaling:
Movable.last_scale = scale
Movable.update_terrain()
func get_animation_player():
if animation_sprite == null:
for n in get_children():
if n is AnimationPlayer:
animation_sprite = n
return animation_sprite
#"""
#Initialize the interact_position attribute by searching for a Position2D
#node in children nodes.
#If any is found, the first one is used as interaction position with this hotspot.
#If none is found, we use the CollisionShape2D or CollisionPolygon2D child node's
#position instead.
#"""
#func init_interact_position_with_node():
# interact_positions.default = null
# for c in get_children():
# if c is Position2D:
# # If the position2D node is part of the hotspot, it means it is not an interact position
# # but a dialog position for example. Interact position node must be set in the room scene.
# if c.get_owner() == self:
# continue
# var globalpos = c.global_position
# interact_positions.default = c.global_position
#
# if c is CollisionShape2D or c is CollisionPolygon2D:
# collision = c
# if interact_positions.default == null:
# interact_positions.default = c.global_position
func get_interact_position() -> Vector2:
var interact_position = null
for c in get_children():
if c is Position2D:
# If the position2D node is part of the hotspot, it means it is not an interact position
# but a dialog position for example. Interact position node must be set in the room scene.
if c.get_owner() == self:
continue
interact_position = c.global_position
if c is CollisionShape2D or c is CollisionPolygon2D:
if interact_position == null:
interact_position = c.global_position
return interact_position
func manage_input(viewport : Viewport, event : InputEvent, shape_idx : int):
if event is InputEventMouseButton:
if event.doubleclick:
if event.button_index == BUTTON_LEFT:
emit_signal("mouse_double_left_clicked_item", self, event)
else:
if event.is_pressed():
if event.button_index == BUTTON_LEFT:
emit_signal("mouse_left_clicked_item", self, event)
elif event.button_index == BUTTON_RIGHT:
emit_signal("mouse_right_clicked_item", self, event)
func _on_mouse_entered():
emit_signal("mouse_entered_item", self)
func _on_mouse_exited():
emit_signal("mouse_exited_item", self)
################################################################################
# TRIGGER functions
func element_entered(body):
if body is ESCBackground or body.get_parent() is ESCBackground:
return
escoria.do("trigger_in", [global_id, body.global_id, trigger_in_verb])
func element_exited(body):
if body is ESCBackground or body.get_parent() is ESCBackground:
return
escoria.do("trigger_out", [global_id, body.global_id, trigger_out_verb])
################################################################################
# MOVING OBJECT functions
func teleport(target, angle : Object = null) -> void:
Movable.teleport(target, angle)
func walk_to(pos : Vector2, p_walk_context = null) -> void:
Movable.walk_to(pos, p_walk_context)
func set_speed(speed_value : int) -> void:
speed = speed_value
################################################################################
# TALKATIVE object functions
func start_talking():
# if animation_sprite.is_playing():
# animation_sprite.stop()
# animation_sprite.play(animations.speaks[last_dir][0])
pass
func stop_talking():
# if animation_sprite.is_playing():
# animation_sprite.stop()
pass

View File

@@ -1,12 +0,0 @@
extends Node
const OBJ_DEFAULT_STATE = "default"
enum EVENT_LEVEL_STATE {
RETURN, # 0
YIELD, # 1
BREAK, # 2
REPEAT, # 3
CALL, # 4
JUMP # 5
}

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@@ -1,173 +0,0 @@
tool
extends KinematicBody2D
class_name ESCPlayer
func get_class():
return "ESCPlayer"
"""
TODO
- Currently the sprite node needs to be named "sprite". This is bad.
- Animation management doesn't allow using AnimationPlayer yet. Need to find
the best solution to manage both AnimatedSprite and AnimationPlayer.
"""
var Movable : Node
var MovableScript = load("res://addons/escoria-core/game/core-scripts/behaviors/movable.gd")
export var global_id : String
var params_queue : Array
var terrain : ESCTerrain
# If the terrain node type is scalenodes
var terrain_is_scalenodes : bool
var check_maps = true
export(int) var speed : int = 300
export(float) var v_speed_damp : float = 1.0
var orig_speed : float
enum PLAYER_TASKS {
NONE,
WALK,
SLIDE
}
onready var task = PLAYER_TASKS.NONE # type PLAYER_TASKS
enum Directions {
NORTH = 0, # 0
NORTHEAST = 1, # 1
EAST = 2, # 2
SOUTHEAST = 3, # 3
SOUTH = 4, # 4
SOUTHWEST = 5, # 5
WEST = 6, # 6
NORTHWEST = 7, # 7
TOP = 0,
TOP_RIGHT = 1
RIGHT = 2,
BOTTOM_RIGHT = 3,
BOTTOM = 4,
BOTTOM_LEFT = 5,
LEFT = 6,
TOP_LEFT = 7,
}
# Animations script (for walking, idling...)
export(Script) var animations
# AnimatedSprite node (if any)
var animation_sprite
# AnimationPlayer node (if any)
## NOT USED YET
#var animation
var collision
# Dialogs parameters
export(NodePath) var dialog_position_node
export(Color) var dialog_color = ColorN("white")
# Camera parameters
export(NodePath) var camera_position_node
func _ready():
# Adds movable behavior
Movable = Node.new()
Movable.set_script(MovableScript)
add_child(Movable)
# Connect the player to the event_done signal, so we can react to a finished
# ":setup" event. In this case, we need to run update_terrain()
escoria.event_manager.connect("event_finished", self, "update_terrain")
# assert(is_angle_in_interval(0, [340,40])) # true
# assert(is_angle_in_interval(359, [340,40])) # true
# assert(is_angle_in_interval(1, [340,40])) # true
# assert(!is_angle_in_interval(90, [340,40])) # false
#
# assert(is_angle_in_interval(90, [70,40])) #true
# assert(!is_angle_in_interval(180, [70,40])) #false
#
# assert(is_angle_in_interval(179, [160, 40])) #true
# assert(is_angle_in_interval(180, [160, 40])) #true
# assert(is_angle_in_interval(181, [160, 40])) #true
# assert(!is_angle_in_interval(0, [160, 40])) #false
#
# assert(is_angle_in_interval(270, [250, 40])) # true
# assert(!is_angle_in_interval(270, [70,40])) #false
for n in get_children():
if n is AnimatedSprite:
animation_sprite = n
# for sprite_child in n.get_children():
# if sprite_child is AnimationPlayer:
# animation = sprite_child
# break
if n is CollisionShape2D or n is CollisionPolygon2D:
collision = n
animation_sprite.connect("animation_finished", self, "anim_finished")
if Engine.is_editor_hint():
return
terrain = escoria.room_terrain
Movable.last_scale = scale
# set_process(true)
func _process(time):
if Engine.is_editor_hint():
return
$debug.text = str(z_index)
func anim_finished():
pass
func get_camera_pos():
if camera_position_node and get_node(camera_position_node):
return get_node(camera_position_node).global_position
return global_position
func get_animations_list() -> PoolStringArray:
return animation_sprite.get_sprite_frames().get_animation_names()
func start_talking():
if animation_sprite.is_playing():
animation_sprite.stop()
animation_sprite.play(animations.speaks[Movable.last_dir][0])
func stop_talking():
if animation_sprite.is_playing():
animation_sprite.stop()
animation_sprite.play(animations.idles[Movable.last_dir][0])
func teleport(target, angle : Object = null) -> void:
Movable.teleport(target, angle)
func walk_to(pos : Vector2, p_walk_context = null):
return Movable.walk_to(pos, p_walk_context)
func set_angle(deg : int, immediate = true):
Movable.set_angle(deg, immediate)
func set_speed(speed_value : int) -> void:
speed = speed_value
func update_terrain(rc: int, event_name: String) -> void:
Movable.update_terrain(event_name)

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@@ -1,63 +0,0 @@
tool
extends "res://addons/escoria-core/game/core-scripts/escterrain_base.gd"
class_name ESCTerrain
func get_class():
return "ESCTerrain"
export var scale_min = 0.3
export var scale_max = 1.0
var current_active_navigation_instance : NavigationPolygonInstance
func _ready():
var navigation_enabled_found = false
for n in get_children():
if n is NavigationPolygonInstance:
if n.enabled:
if navigation_enabled_found:
escoria.logger.report_errors("escterrain.gd:_ready()", ["Multiple NavigationPolygonInstances enabled at the same time."])
navigation_enabled_found = true
current_active_navigation_instance = n
if !Engine.is_editor_hint():
escoria.room_terrain = self
#path = ImagePathFinder.new()
_update_texture()
func get_scale_range(r):
r = scale_min + (scale_max - scale_min) * r
return Vector2(r, r)
func get_terrain(pos):
if scales == null || scales.get_data().is_empty():
return Color(1, 1, 1, 1)
return get_pixel(pos, scales.get_data())
func get_pixel(pos, p_image):
if pos.x + 1 >= p_image.get_width() || pos.y + 1 >= p_image.get_height() || pos.x < 0 || pos.y < 0:
return Color(1.0, 0.0, 0.0)
# `get_pixel()` is slow; this is accurate enough
# without interpolating neighboring pixels and accounting for fractions
p_image.lock()
var pixel = p_image.get_pixel(pos.x, pos.y)
p_image.unlock()
return pixel
func _draw():
if typeof(texture) == typeof(null):
return
if !Engine.is_editor_hint():
return
if debug_mode == 0:
return
var scale_vect = bitmaps_scale
var src = Rect2(0, 0, texture.get_width(), texture.get_height())
var dst = Rect2(0, 0, texture.get_width() * scale_vect.x, texture.get_height() * scale_vect.y)
draw_texture_rect_region(texture, dst, src)
#draw_texture(texture, Vector2(0, 0))

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@@ -1,177 +0,0 @@
tool
extends Navigation2D
export(Texture) var scales setget set_scales,get_scales
export var bitmaps_scale = Vector2(1,1) setget set_bm_scale,get_bm_scale
export(Texture) var lightmap setget set_lightmap,get_lightmap
var lightmap_data
#warning-ignore:unused_class_variable
export var player_speed_multiplier = 1.0 # Override player speed in current scene
#warning-ignore:unused_class_variable
export var player_doubleclick_speed_multiplier = 1.5 # Make the player move faster when doubleclicked
export var lightmap_modulate = Color(1, 1, 1, 1)
export(int, "None", "Scales", "Lightmap") var debug_mode = 1 setget debug_mode_updated
var texture
var img_area
var _texture_dirty = false
func set_bm_scale(p_scale):
bitmaps_scale = p_scale
_update_texture()
func get_bm_scale():
return bitmaps_scale
func set_lightmap(p_lightmap):
var need_init = (lightmap != p_lightmap) or (lightmap and not lightmap_data)
lightmap = p_lightmap
# It's bad enough a new copy is created when reading a pixel, we don't
# also need to get the data for every read to make yet another copy
if need_init:
if lightmap_data:
lightmap_data.unlock()
lightmap_data = lightmap.get_data()
lightmap_data.lock()
_update_texture()
func get_lightmap():
return lightmap
func set_scales(p_scales):
scales = p_scales
_update_texture()
func get_scales():
return scales
func debug_mode_updated(p_mode):
debug_mode = p_mode
_update_texture()
func _update_texture():
if _texture_dirty:
return
_texture_dirty = true
call_deferred("_do_update_texture")
func _do_update_texture():
_texture_dirty = false
if !is_inside_tree():
return
if !Engine.is_editor_hint():
return
if debug_mode == 0:
update()
return
texture = ImageTexture.new()
if debug_mode == 1:
if scales != null:
#texture.create_from_image(scales)
texture = scales
else:
if lightmap != null:
#texture.create_from_image(lightmap)
texture = lightmap
update()
func make_local(pos):
pos = pos - get_position()
pos = pos * 1.0 / get_scale()
pos = get_closest_point(pos)
return pos
func make_global(pos):
pos = pos * get_scale()
pos = pos + get_position()
return pos
func get_terrain_path(p_src, p_dest):
# printt("get path ", p_src, p_dest)
p_src = make_local(p_src)
p_dest = make_local(p_dest)
var r_path = get_simple_path(p_src, p_dest, true)
r_path = Array(r_path)
for i in range(0, r_path.size()):
r_path[i] = make_global(r_path[i])
return r_path
func is_solid(pos):
pos = pos - get_position()
pos = pos * 1.0 / get_scale()
var closest = get_closest_point(pos)
return pos == closest
func _color_mul(a, b):
var c = Color()
c.r = a.r * b.r
c.g = a.g * b.g
c.b = a.b * b.b
c.a = a.a * b.a
return c
func get_light(pos):
if not lightmap or lightmap.get_data().is_empty():
return
return _color_mul(get_pixel(pos, lightmap_data), lightmap_modulate)
func get_pixel(pos, p_image):
p_image.lock()
pos = make_local(pos)
pos = pos * 1.0 / bitmaps_scale
if pos.x + 1 >= p_image.get_width() || pos.y + 1 >= p_image.get_height() || pos.x < 0 || pos.y < 0:
return Color()
var ll = p_image.get_pixel(pos.x, pos.y)
var ndif = Vector2()
ndif.x = pos.x - floor(pos.x)
ndif.y = pos.y - floor(pos.y)
var ur
img_area = Rect2(0, 0, p_image.get_width(), p_image.get_height())
var lr = ll
if ndif.x > 0 && img_area.has_point(Vector2(pos.x+1, pos.y)):
lr = p_image.get_pixel(pos.x+1, pos.y)
#if lr.a < 128:
# lr = ll
ur = lr
var ul = ll
if ndif.y > 0 && img_area.has_point(Vector2(pos.x, pos.y+1)):
ul = p_image.get_pixel(pos.x, pos.y+1)
#if ul.a < 128:
# ul = ll
ur = ul
if ndif.x > 0 && ndif.y > 0 && img_area.has_point(Vector2(pos.x+1, pos.y+1)):
var pix = p_image.get_pixel(pos.x+1, pos.y+1)
#if pix.a > 128:
ur = pix
var bottom = ll.linear_interpolate(lr, ndif.x)
var top
if ur != null:
top = ul.linear_interpolate(ur, ndif.x)
else:
top = ul
var final = bottom.linear_interpolate(top, ndif.y)
p_image.unlock()
return final

View File

@@ -1,92 +0,0 @@
tool
extends "terrain_base.gd"
const DIST_EPSILON = 0.000001
var scale_nodes = []
onready var scale_min = $"scale_min"
onready var scale_max = $"scale_max"
func debug_mode_updated(p_mode):
debug_mode = p_mode
._update_texture()
func _do_update_texture():
_texture_dirty = false
if !is_inside_tree():
return
if !Engine.is_editor_hint():
return
if debug_mode == 0:
update()
return
texture = ImageTexture.new()
if lightmap != null:
#texture.create_from_image(lightmap)
texture = lightmap
update()
static func sort_by_y(a, b):
return a.global_position.y < b.global_position.y
# Return a "scale range" immediately based on the interpolated scale size
func get_terrain(pos):
# printt("Called", pos)
var prev
var next
var prev_target
var node_target
for i in range(1, scale_nodes.size()):
prev = scale_nodes[i - 1]
next = scale_nodes[i]
if prev.global_position.y < pos.y and pos.y < next.global_position.y:
# printt("1:", prev.global_position.y, " < ", pos.y, " and ", pos.y, " < ", next.global_position.y)
prev_target = prev.target_scale.y
node_target = next.target_scale.y
break
var nodes_dist = next.global_position.y - prev.global_position.y
if nodes_dist < DIST_EPSILON:
nodes_dist = DIST_EPSILON
var interp_dist = (pos.y - prev.global_position.y) / nodes_dist
var y_1 = Vector2(0, prev_target)
var y_2 = Vector2(0, node_target)
var interp = y_1.linear_interpolate(y_2, interp_dist)
return Vector2(interp.y, interp.y)
func get_pixel(pos, p_image):
if pos.x + 1 >= p_image.get_width() || pos.y + 1 >= p_image.get_height() || pos.x < 0 || pos.y < 0:
return Color(1.0, 0.0, 0.0)
# `get_pixel()` is slow; this is accurate enough
# without interpolating neighboring pixels and accounting for fractions
return p_image.get_pixel(pos.x, pos.y)
func _draw():
if not texture:
return
if debug_mode == 0:
return
draw_texture(texture, Vector2(0, 0))
func _ready():
for c in get_children():
if c is preload("scalenode.gd"):
scale_nodes.push_back(c)
scale_nodes.sort_custom(self, "sort_by_y")
scale_nodes.push_front(scale_min)
scale_nodes.push_back(scale_max)

View File

@@ -1,9 +0,0 @@
extends Node
func get_inventory_item(item_id : String) -> ESCInventoryItem:
for c in get_children():
if c.global_id == item_id:
if c.inventory_item_scene_file:
return c.inventory_item_scene_file.instance()
return null

View File

@@ -1,5 +0,0 @@
extends Position2D
#warning-ignore:unused_class_variable
export(Vector2) var target_scale = Vector2(1.0, 1.0)

View File

@@ -1,4 +0,0 @@
extends Position2D
#warning-ignore:unused_class_variable
export(Vector2) var target_scale = Vector2(1.0, 1.0)

View File

@@ -1,6 +1,15 @@
# A set of common utilities
extends Object
class_name ESCUtils
# Helpers to deal with player's and items' angles
func _get_deg_from_rad(rad_angle : float): # Convert radians to degrees
#
# #### Parameters
#
# - rad_angle: Angle in radians
# **Returns** Degrees
func get_deg_from_rad(rad_angle : float):
var deg = rad2deg(rad_angle) var deg = rad2deg(rad_angle)
if deg >= 360.0: if deg >= 360.0:
deg = clamp(deg, 0.0, 360.0) deg = clamp(deg, 0.0, 360.0)

View File

@@ -1,14 +1,24 @@
# The escorie main script
extends Node extends Node
# Scripts
onready var main = $main # Current game state
onready var inputs_manager = $inputs_manager # * DEFAULT: Common game function
onready var utils = load("res://addons/escoria-core/game/core-scripts/utils/utils.gd").new() # * DIALOG: Game is playing a dialog
onready var save_data = load("res://addons/escoria-core/game/core-scripts/save_data/save_data.gd").new() # * WAIT: Game is waiting
enum GAME_STATE {
DEFAULT,
DIALOG,
WAIT
}
# Logger used # Logger used
var logger: ESCLogger var logger: ESCLogger
# Several utilities
var utils: ESCUtils
# The inventory manager instance # The inventory manager instance
var inventory_manager: ESCInventoryManager var inventory_manager: ESCInventoryManager
@@ -30,30 +40,24 @@ var object_manager: ESCObjectManager
# ESC command registry instance # ESC command registry instance
var command_registry: ESCCommandRegistry var command_registry: ESCCommandRegistry
var resource_cache: ResourceCache # Resource cache handler
var resource_cache: ESCResourceCache
# INSTANCES # Instance of the main menu
var main_menu_instance var main_menu_instance
## Dialog player instantiator. This instance is called directly for dialogs. # Terrain of the current room
var dialog_player
## Inventory scene
var inventory
# Game variables
var room_terrain var room_terrain
enum GAME_STATE { # Dialog player instantiator. This instance is called directly for dialogs.
DEFAULT, var dialog_player
DIALOG,
WAIT
}
onready var current_state = GAME_STATE.DEFAULT
onready var game_size = get_viewport().size # Inventory scene
var inventory
# These are settings that the player can affect and save/load later # These are settings that the player can affect and save/load later
var settings : Dictionary var settings : Dictionary
# These are default settings # These are default settings
var settings_default : Dictionary = { var settings_default : Dictionary = {
# Text language # Text language
@@ -64,7 +68,7 @@ var settings_default : Dictionary = {
"speech_enabled": ProjectSettings.get_setting("escoria/sound/speech_enabled"), "speech_enabled": ProjectSettings.get_setting("escoria/sound/speech_enabled"),
# Master volume (max is 1.0) # Master volume (max is 1.0)
"master_volume": ProjectSettings.get_setting("escoria/sound/master_volume"), "master_volume": ProjectSettings.get_setting("escoria/sound/master_volume"),
# Music volume (max is 1.0) # Music volume (max is 1.0)
"music_volume": ProjectSettings.get_setting("escoria/sound/music_volume"), "music_volume": ProjectSettings.get_setting("escoria/sound/music_volume"),
# Sound effects volume (max is 1.0) # Sound effects volume (max is 1.0)
"sfx_volume": ProjectSettings.get_setting("escoria/sound/sfx_volume"), "sfx_volume": ProjectSettings.get_setting("escoria/sound/sfx_volume"),
@@ -79,8 +83,26 @@ var settings_default : Dictionary = {
} }
# The current state of the game
onready var current_state = GAME_STATE.DEFAULT
# The game resolution
onready var game_size = get_viewport().size
# The main scene
onready var main = $main
# The escoria inputs manager
onready var inputs_manager = $inputs_manager
# Savegame management
onready var save_data = load("res://addons/escoria-core/game/core-scripts/save_data/save_data.gd").new()
# Initialize various objects
func _init(): func _init():
self.logger = ESCLogger.new() self.logger = ESCLogger.new()
self.utils = ESCUtils.new()
self.inventory_manager = ESCInventoryManager.new() self.inventory_manager = ESCInventoryManager.new()
self.action_manager = ESCActionManager.new() self.action_manager = ESCActionManager.new()
self.event_manager = ESCEventManager.new() self.event_manager = ESCEventManager.new()
@@ -89,10 +111,11 @@ func _init():
self.object_manager = ESCObjectManager.new() self.object_manager = ESCObjectManager.new()
self.command_registry = ESCCommandRegistry.new() self.command_registry = ESCCommandRegistry.new()
self.esc_compiler = ESCCompiler.new() self.esc_compiler = ESCCompiler.new()
self.resource_cache = ResourceCache.new() self.resource_cache = ESCResourceCache.new()
self.resource_cache.start() self.resource_cache.start()
# Load settings
func _ready(): func _ready():
save_data.start() save_data.start()
save_data.check_settings() save_data.check_settings()
@@ -101,8 +124,6 @@ func _ready():
escoria._on_settings_loaded(escoria.settings) escoria._on_settings_loaded(escoria.settings)
##################################################################################
# Called by Main menu "start new game" # Called by Main menu "start new game"
func new_game(): func new_game():
var script = self.esc_compiler.load_esc_file( var script = self.esc_compiler.load_esc_file(
@@ -112,19 +133,21 @@ func new_game():
var rc = yield(event_manager, "event_finished") var rc = yield(event_manager, "event_finished")
while rc[1] != "start": while rc[1] != "start":
rc = yield(event_manager, "event_finished") rc = yield(event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK: if rc[0] != ESCExecution.RC_OK:
self.logger.report_errors( self.logger.report_errors(
"Start event of the start script returned unsuccessful: %d" % rc[0], "Start event of the start script returned unsuccessful: %d" % rc[0],
[] []
) )
return return
"""
Generic action function that runs an action on an element of the room (eg player walk) # Run a generic action
action: type of the action () #
""" # #### Parameters
#
# - action: type of the action to run
# - params: Parameters for the action
func do(action : String, params : Array = []) -> void: func do(action : String, params : Array = []) -> void:
if current_state == GAME_STATE.DEFAULT: if current_state == GAME_STATE.DEFAULT:
match action: match action:
@@ -134,10 +157,10 @@ func do(action : String, params : Array = []) -> void:
# Check moving object. # Check moving object.
if not self.object_manager.has(params[0]): if not self.object_manager.has(params[0]):
self.logger.report_errors( self.logger.report_errors(
"escoria.gd:do()", "escoria.gd:do()",
[ [
"Walk action requested on inexisting object: %s "\ "Walk action requested on inexisting " + \
% params[0] "object: %s " % params[0]
] ]
) )
return return
@@ -151,14 +174,18 @@ func do(action : String, params : Array = []) -> void:
var is_fast : bool = false var is_fast : bool = false
if params.size() > 2 and params[2] == true: if params.size() > 2 and params[2] == true:
is_fast = true is_fast = true
var walk_context = {"fast": is_fast, "target": target_position} var walk_context = ESCWalkContext.new(
null,
target_position,
is_fast
)
moving_obj.walk_to(target_position, walk_context) moving_obj.walk_to(target_position, walk_context)
# Walk to object from its id # Walk to object from its id
elif params[1] is String: elif params[1] is String:
if not self.object_manager.has(params[1]): if not self.object_manager.has(params[1]):
self.logger.report_errors( self.logger.report_errors(
"escoria.gd:do()", "escoria.gd:do()",
[ [
"Walk action requested TOWARDS " +\ "Walk action requested TOWARDS " +\
"inexisting object: %s" % params[1] "inexisting object: %s" % params[1]
@@ -168,31 +195,45 @@ func do(action : String, params : Array = []) -> void:
var object = self.object_manager.get_object(params[1]) var object = self.object_manager.get_object(params[1])
if object: if object:
var target_position : Vector2 = object.node.interact_position var target_position : Vector2 = \
object.node.interact_position
var is_fast : bool = false var is_fast : bool = false
if params.size() > 2 and params[2] == true: if params.size() > 2 and params[2] == true:
is_fast = true is_fast = true
var walk_context = {"fast": is_fast, "target_object" : object} var walk_context = ESCWalkContext.new(
object,
Vector2(),
is_fast
)
moving_obj.walk_to(target_position, walk_context) moving_obj.walk_to(target_position, walk_context)
"item_left_click": "item_left_click":
if params[0] is String: if params[0] is String:
self.logger.info("escoria.do() : item_left_click on item ", [params[0]]) self.logger.info(
"escoria.do() : item_left_click on item ",
[params[0]]
)
var item = self.object_manager.get_object(params[0]) var item = self.object_manager.get_object(params[0])
ev_left_click_on_item(item, params[1]) _ev_left_click_on_item(item, params[1])
"item_right_click": "item_right_click":
if params[0] is String: if params[0] is String:
self.logger.info("escoria.do() : item_right_click on item ", [params[0]]) self.logger.info(
"escoria.do() : item_right_click on item ",
[params[0]]
)
var item = self.object_manager.get_object(params[0]) var item = self.object_manager.get_object(params[0])
ev_left_click_on_item(item, params[1], true) _ev_left_click_on_item(item, params[1], true)
"trigger_in": "trigger_in":
var trigger_id = params[0] var trigger_id = params[0]
var object_id = params[1] var object_id = params[1]
var trigger_in_verb = params[2] var trigger_in_verb = params[2]
self.logger.info("escoria.do() : trigger_in " + trigger_id + " by " + object_id) self.logger.info("escoria.do() : trigger_in %s by %s" % [
trigger_id,
object_id
])
self.event_manager.queue_event( self.event_manager.queue_event(
object_manager.get_object(trigger_id).events[ object_manager.get_object(trigger_id).events[
trigger_in_verb trigger_in_verb
@@ -203,7 +244,10 @@ func do(action : String, params : Array = []) -> void:
var trigger_id = params[0] var trigger_id = params[0]
var object_id = params[1] var object_id = params[1]
var trigger_out_verb = params[2] var trigger_out_verb = params[2]
self.logger.info("escoria.do() : trigger_out " + trigger_id + " by " + object_id) self.logger.info("escoria.do() : trigger_out %s by %s" % [
trigger_id,
object_id
])
self.event_manager.queue_event( self.event_manager.queue_event(
object_manager.get_object(trigger_id).events[ object_manager.get_object(trigger_id).events[
trigger_out_verb trigger_out_verb
@@ -211,26 +255,27 @@ func do(action : String, params : Array = []) -> void:
) )
_: _:
self.logger.report_warnings("escoria.gd:do()", self.logger.report_warnings("escoria.gd:do()",
["Action received:", action, "with params ", params]) ["Action received:", action, "with params ", params])
elif current_state == GAME_STATE.WAIT: elif current_state == GAME_STATE.WAIT:
pass pass
# PRIVATE # Event handler when an object/item was clicked
func ev_left_click_on_item(obj, event, default_action = false): # FIXME this method is way to complex
""" #
Event occurring when an object/item is left clicked # #### Parameters
obj : object that was left clicked #
event : # - ob: Object that was left clicked
""" # - event: Input event that was received
# - default_action: Run the inventory default action
func _ev_left_click_on_item(obj, event, default_action = false):
if obj is String: if obj is String:
obj = object_manager.get_object(obj) obj = object_manager.get_object(obj)
self.logger.info(obj.global_id + " left-clicked with event ", [event]) self.logger.info(obj.global_id + " left-clicked with event ", [event])
var need_combine = false var need_combine = false
# Check if current_action and current_tool are already set # Check if current_action and current_tool are already set
if self.action_manager.current_action: if self.action_manager.current_action:
if self.action_manager.current_tool: if self.action_manager.current_tool:
if self.action_manager.current_action in self.action_manager\ if self.action_manager.current_action in self.action_manager\
@@ -251,23 +296,24 @@ func ev_left_click_on_item(obj, event, default_action = false):
self.action_manager.current_tool = obj self.action_manager.current_tool = obj
# Don't interact after player movement towards object (because object is inactive for example) # Don't interact after player movement towards object
# (because object is inactive for example)
var dont_interact = false var dont_interact = false
var destination_position : Vector2 = main.current_scene.player.global_position var destination_position : Vector2 = main.current_scene.player.\
global_position
# Create walk context # Create walk context
var walk_context = {"fast": event.doubleclick, "target_object" : obj.node} var walk_context = ESCWalkContext.new(
obj,
Vector2(),
event.doubleclick
)
# If object not in inventory, player walks towards it # If object not in inventory, player walks towards it
if not inventory_manager.inventory_has(obj.global_id): if not inventory_manager.inventory_has(obj.global_id):
var clicked_object_has_interact_position = false var clicked_object_has_interact_position = false
if object_manager.get_object(obj.global_id).interactive: if object_manager.get_object(obj.global_id).interactive:
# if obj.interact_positions.default != null:
# destination_position = obj.interact_positions.default#.global_position
# clicked_object_has_interact_position = true
# else:
# destination_position = obj.position
if obj.node.get_interact_position() != null: if obj.node.get_interact_position() != null:
destination_position = obj.node.get_interact_position() destination_position = obj.node.get_interact_position()
clicked_object_has_interact_position = true clicked_object_has_interact_position = true
@@ -277,20 +323,25 @@ func ev_left_click_on_item(obj, event, default_action = false):
destination_position = event.position destination_position = event.position
dont_interact = true dont_interact = true
# Use ESC for this? main.current_scene.player.walk_to(
var is_already_walking = main.current_scene.player.walk_to(destination_position, walk_context) destination_position,
walk_context
)
# Wait for the player to arrive before continuing with action. # Wait for the player to arrive before continuing with action.
var context = yield(main.current_scene.player, "arrived") var context: ESCWalkContext = yield(
main.current_scene.player,
"arrived"
)
self.logger.info("Context arrived: ", [context]) self.logger.info("Context arrived: ", [context])
if context.has("target_object") and walk_context.has("target_object"):
if (context.target_object.global_id != walk_context.target_object.global_id) \ if context.target_object and \
or (context.target_object.global_id == walk_context.target_object.global_id and is_already_walking): context.target_object.global_id != walk_context.\
dont_interact = true target_object.global_id:
elif context.has("target") and walk_context.has("target"): dont_interact = true
if (context.target.global_id != walk_context.target.global_id) \ elif context.target_position != walk_context.target_position:
or (context.target.global_id == walk_context.target.global_id and is_already_walking): dont_interact = true
dont_interact = true
# If no interaction should happen after player has arrived, leave immediately. # If no interaction should happen after player has arrived, leave immediately.
if dont_interact: if dont_interact:
@@ -318,22 +369,24 @@ func ev_left_click_on_item(obj, event, default_action = false):
# If apply_interact, perform combine between items # If apply_interact, perform combine between items
if need_combine: if need_combine:
self.action_manager.activate( self.action_manager.activate(
self.action_manager.current_action, self.action_manager.current_action,
self.action_manager.current_tool, self.action_manager.current_tool,
obj obj
) )
else: else:
self.action_manager.activate( self.action_manager.activate(
self.action_manager.current_action, self.action_manager.current_action,
obj obj
) )
# else:
## escoria.fallback("")
# pass
func _on_settings_loaded(p_settings : Dictionary):
# Apply the loaded settings
#
# #### Parameters
#
# * p_settings: Loaded settings
func _on_settings_loaded(p_settings : Dictionary) -> void:
escoria.logger.info("******* settings loaded", p_settings) escoria.logger.info("******* settings loaded", p_settings)
if p_settings != null: if p_settings != null:
settings = p_settings settings = p_settings
@@ -346,9 +399,18 @@ func _on_settings_loaded(p_settings : Dictionary):
# TODO Apply globally # TODO Apply globally
# AudioServer.set_fx_global_volume_scale(settings.sfx_volume) # AudioServer.set_fx_global_volume_scale(settings.sfx_volume)
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear2db(settings.master_volume)) AudioServer.set_bus_volume_db(
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear2db(settings.sfx_volume)) AudioServer.get_bus_index("Master"),
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear2db(settings.music_volume)) linear2db(settings.master_volume)
)
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("SFX"),
linear2db(settings.sfx_volume)
)
AudioServer.set_bus_volume_db(
AudioServer.get_bus_index("Music"),
linear2db(settings.music_volume)
)
TranslationServer.set_locale(settings.text_lang) TranslationServer.set_locale(settings.text_lang)
# music_volume_changed() # music_volume_changed()

View File

@@ -1,15 +1,22 @@
# Escoria inputs manager
# Catches, handles and distributes input events for the game
tool tool
extends Node extends Node
# A LIFO stack of hovered items
onready var hover_stack : Array = [] onready var hover_stack : Array = []
# The global id fo the topmost item from the hover_stack
onready var hotspot_focused : String = "" onready var hotspot_focused : String = ""
func _ready(): # Input event handler
set_process_input(true) #
# #### Parameters
#
func _input(event): # - event: Godot input event received
func _input(event: InputEvent) -> void:
if event.is_action_pressed("esc_show_debug_prompt"): if event.is_action_pressed("esc_show_debug_prompt"):
escoria.main.get_node("layers/debug_layer/esc_prompt_popup").popup() escoria.main.get_node("layers/debug_layer/esc_prompt_popup").popup()
@@ -21,57 +28,97 @@ func _input(event):
if event is InputEventMouseMotion: if event is InputEventMouseMotion:
escoria.main.current_scene.game.update_tooltip_following_mouse_position(event.position) escoria.main.current_scene.game.update_tooltip_following_mouse_position(event.position)
###################################################################################
func _on_left_click_on_bg(position : Vector2): # The background was clicked with the LMB
#
# #### Parameters
#
# - position: Position of the click
func _on_left_click_on_bg(position: Vector2) -> void:
if hotspot_focused.empty(): if hotspot_focused.empty():
escoria.logger.info("Left click on background at ", [str(position)]) escoria.logger.info("Left click on background at ", [str(position)])
escoria.main.current_scene.game.left_click_on_bg(position) escoria.main.current_scene.game.left_click_on_bg(position)
func _on_double_left_click_on_bg(position : Vector2): # The background was double-clicked with the LMB
#
# #### Parameters
#
# - position: Position of the click
func _on_double_left_click_on_bg(position: Vector2) -> void:
if hotspot_focused.empty(): if hotspot_focused.empty():
escoria.logger.info("Double left click on background at ", [str(position)]) escoria.logger.info("Double left click on background at ", [str(position)])
escoria.main.current_scene.game.left_double_click_on_bg(position) escoria.main.current_scene.game.left_double_click_on_bg(position)
func _on_right_click_on_bg(position : Vector2): # The background was clicked with the RMB
#
# #### Parameters
#
# - position: Position of the click
func _on_right_click_on_bg(position: Vector2) -> void:
if hotspot_focused.empty(): if hotspot_focused.empty():
escoria.logger.info("Right click on background at ", [str(position)]) escoria.logger.info("Right click on background at ", [str(position)])
escoria.main.current_scene.game.right_click_on_bg(position) escoria.main.current_scene.game.right_click_on_bg(position)
##################################################################################
func _on_mouse_left_click_inventory_item(inventory_item_global_id, event : InputEvent) -> void: # An inventory item was clicked with the LMB
#
# #### Parameters
#
# - inventory_item_global_id: The global id of the clicked inventory item
# - event: The input event received
func _on_mouse_left_click_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.logger.info("Inventory item left clicked ", [inventory_item_global_id]) escoria.logger.info("Inventory item left clicked ", [inventory_item_global_id])
escoria.main.current_scene.game.left_click_on_inventory_item(inventory_item_global_id, event) escoria.main.current_scene.game.left_click_on_inventory_item(inventory_item_global_id, event)
func _on_mouse_right_click_inventory_item(inventory_item_global_id, event : InputEvent) -> void: # An inventory item was clicked with the RMB
#
# #### Parameters
#
# - inventory_item_global_id: The global id of the clicked inventory item
# - event: The input event received
func _on_mouse_right_click_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.logger.info("Inventory item right clicked ", [inventory_item_global_id]) escoria.logger.info("Inventory item right clicked ", [inventory_item_global_id])
escoria.main.current_scene.game.right_click_on_inventory_item(inventory_item_global_id, event) escoria.main.current_scene.game.right_click_on_inventory_item(inventory_item_global_id, event)
func _on_mouse_double_left_click_inventory_item(inventory_item_global_id, event : InputEvent) -> void: # An inventory item was doublce-clicked with the LMB
#
# #### Parameters
#
# - inventory_item_global_id: The global id of the clicked inventory item
# - event: The input event received
func _on_mouse_double_left_click_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.logger.info("Inventory item double left clicked ", [inventory_item_global_id]) escoria.logger.info("Inventory item double left clicked ", [inventory_item_global_id])
escoria.main.current_scene.game.left_double_click_on_inventory_item(inventory_item_global_id, event) escoria.main.current_scene.game.left_double_click_on_inventory_item(inventory_item_global_id, event)
func _on_mouse_entered_inventory_item(inventory_item_global_id) -> void: # The mouse entered an inventory item
#
# #### Parameters
#
# - inventory_item_global_id: The global id of the inventory item that is hovered
func _on_mouse_entered_inventory_item(inventory_item_global_id: String) -> void:
escoria.logger.info("Inventory item focused ", [inventory_item_global_id]) escoria.logger.info("Inventory item focused ", [inventory_item_global_id])
escoria.main.current_scene.game.inventory_item_focused(inventory_item_global_id) escoria.main.current_scene.game.inventory_item_focused(inventory_item_global_id)
# The mouse exited an inventory item
func _on_mouse_exited_inventory_item() -> void: func _on_mouse_exited_inventory_item() -> void:
escoria.logger.info("Inventory item unfocused") escoria.logger.info("Inventory item unfocused")
escoria.main.current_scene.game.inventory_item_unfocused() escoria.main.current_scene.game.inventory_item_unfocused()
################################################################################## # The mouse entered an Escoria item
#
func _on_mouse_entered_item(item : ESCItem) -> void: # #### Parameters
#
# - item: The Escoria item hovered
func _on_mouse_entered_item(item: ESCItem) -> void:
escoria.logger.info("Item focused : ", [item.global_id]) escoria.logger.info("Item focused : ", [item.global_id])
clean_hover_stack() _clean_hover_stack()
if !hover_stack.empty(): if !hover_stack.empty():
if item.z_index > hover_stack.back().z_index: if item.z_index > hover_stack.back().z_index:
@@ -85,9 +132,14 @@ func _on_mouse_entered_item(item : ESCItem) -> void:
escoria.main.current_scene.game.element_focused(item.global_id) escoria.main.current_scene.game.element_focused(item.global_id)
# The mouse exited an Escoria item
#
# #### Parameters
#
# - item: The Escoria item hovered
func _on_mouse_exited_item(item : ESCItem) -> void: func _on_mouse_exited_item(item : ESCItem) -> void:
escoria.logger.info("Item unfocused : ", [item.global_id]) escoria.logger.info("Item unfocused : ", [item.global_id])
hover_stack_pop(item) _hover_stack_pop(item)
if hover_stack.empty(): if hover_stack.empty():
hotspot_focused = "" hotspot_focused = ""
escoria.main.current_scene.game.element_unfocused() escoria.main.current_scene.game.element_unfocused()
@@ -95,40 +147,62 @@ func _on_mouse_exited_item(item : ESCItem) -> void:
hotspot_focused = hover_stack.back().global_id hotspot_focused = hover_stack.back().global_id
escoria.main.current_scene.game.element_focused(hotspot_focused) escoria.main.current_scene.game.element_focused(hotspot_focused)
# An Escoria item was clicked with the LMB
#
# #### Parameters
#
# - item: The Escoria item clicked
# - event: The input event from the click
func _on_mouse_left_clicked_item(item : ESCItem, event : InputEvent) -> void: func _on_mouse_left_clicked_item(item : ESCItem, event : InputEvent) -> void:
if hover_stack.empty() or hover_stack.back() == item: if hover_stack.empty() or hover_stack.back() == item:
escoria.logger.info("Item left clicked", [item.global_id, event]) escoria.logger.info("Item left clicked", [item.global_id, event])
escoria.main.current_scene.game.left_click_on_item(item.global_id, event) escoria.main.current_scene.game.left_click_on_item(item.global_id, event)
# An Escoria item was double-clicked with the LMB
#
# #### Parameters
#
# - item: The Escoria item clicked
# - event: The input event from the click
func _on_mouse_left_double_clicked_item(item : ESCItem, event : InputEvent) -> void: func _on_mouse_left_double_clicked_item(item : ESCItem, event : InputEvent) -> void:
escoria.logger.info("Item left double clicked", [item.global_id, event]) escoria.logger.info("Item left double clicked", [item.global_id, event])
escoria.main.current_scene.game.left_double_click_on_item(item.global_id, event) escoria.main.current_scene.game.left_double_click_on_item(item.global_id, event)
# An Escoria item was clicked with the RMB
#
# #### Parameters
#
# - item: The Escoria item clicked
# - event: The input event from the click
func _on_mouse_right_clicked_item(item : ESCItem, event : InputEvent) -> void: func _on_mouse_right_clicked_item(item : ESCItem, event : InputEvent) -> void:
escoria.logger.info("Item right clicked", [item.global_id, event]) escoria.logger.info("Item right clicked", [item.global_id, event])
escoria.main.current_scene.game.right_click_on_item(item.global_id, event) escoria.main.current_scene.game.right_click_on_item(item.global_id, event)
################################################################################## # The mousewheel was turned
#
# #### Parameters
#
# - direction: The direction the wheel was turned. 1 = up, -1 = down
func _on_mousewheel_action(direction : int): func _on_mousewheel_action(direction : int):
escoria.main.current_scene.game.mousewheel_action(direction) escoria.main.current_scene.game.mousewheel_action(direction)
################################################################################## # Event when the pause menu was requested
func _on_pause_menu_requested():
escoria.main.current_scene.game.pause_game()
func clean_hover_stack():
# Clean the hover stack
func _clean_hover_stack():
for e in hover_stack: for e in hover_stack:
if e == null or !is_instance_valid(e): if e == null or !is_instance_valid(e):
hover_stack.erase(e) hover_stack.erase(e)
func hover_stack_pop(item):
# Remove the given item from the stack
func _hover_stack_pop(item):
hover_stack.erase(item) hover_stack.erase(item)
################################################################################
func _on_pause_menu_requested():
escoria.main.current_scene.game.pause_game()

View File

@@ -1,43 +1,55 @@
# Escoria main room handling and scene switcher
extends Node extends Node
# This script is basically the scene-switcher. # This script is basically the scene-switcher.
# Global id of the last scene the player was before current scene # Global id of the last scene the player was before current scene
var last_scene_global_id var last_scene_global_id: String
# Current scene room being displayed
var current_scene
# Current scene room being displayed
var current_scene: Node
# The Escoria context currently in wait state
var wait_level var wait_level
# FIXME Document this variable
var screen_ofs = Vector2(0, 0) var screen_ofs = Vector2(0, 0)
# ESCBackgroundMusic node # Reference to the ESCBackgroundMusic node
onready var bg_music = $bg_music onready var bg_music = $bg_music
# Reference to the scene transition node
onready var scene_transition = $layers/curtain/scene_transition onready var scene_transition = $layers/curtain/scene_transition
# Set the new current scene # Connect the wait timer event
func _ready() -> void:
$layers/wait_timer.connect("timeout", self, "_on_wait_finished")
# Set current scene
# #
# #### Parameters # #### Parameters
# #
# - p_scene: Current scene to set # - p_scene: Scene to set
func set_scene(p_scene: Node): func set_scene(p_scene: Node) -> void:
if !p_scene: if !p_scene:
escoria.logger.report_errors("main", ["Trying to set empty scene"]) escoria.logger.report_errors("main", ["Trying to set empty scene"])
if current_scene != null: if current_scene != null:
clear_scene() clear_scene()
add_child(p_scene) add_child(p_scene)
move_child(p_scene, 0) move_child(p_scene, 0)
current_scene = p_scene current_scene = p_scene
check_game_scene_methods() check_game_scene_methods()
set_camera_limits() set_camera_limits()
func clear_scene(): # Cleanup the current scene
func clear_scene() -> void:
if current_scene == null: if current_scene == null:
return return
@@ -48,14 +60,18 @@ func clear_scene():
current_scene.free() current_scene.free()
current_scene = null current_scene = null
func wait(params : Array, level):
wait_level = level # Triggered, when the wait has finished
$layers/wait_timer.set_wait_time(float(params[0])) func _on_wait_finished() -> void:
$layers/wait_timer.set_one_shot(true) escoria.esc_level_runner.finished(wait_level)
$layers/wait_timer.start()
func set_camera_limits(camera_limit_id : int = 0): # Set the camera limits
#
# #### Parameters
#
# * camera_limits_id: The id of the room's camera limits to set
func set_camera_limits(camera_limit_id : int = 0) -> void:
var limits = {} var limits = {}
var scene_camera_limits = current_scene.camera_limits[camera_limit_id] var scene_camera_limits = current_scene.camera_limits[camera_limit_id]
if scene_camera_limits.size.x == 0 and scene_camera_limits.size.y == 0: if scene_camera_limits.size.x == 0 and scene_camera_limits.size.y == 0:
@@ -65,10 +81,14 @@ func set_camera_limits(camera_limit_id : int = 0):
area = child.get_full_area_rect2() area = child.get_full_area_rect2()
break break
# if the background is smaller than the viewport, we want the camera to stick centered on the background # if the background is smaller than the viewport, we want the camera
if area.size.x == 0 or area.size.y == 0 or area.size < get_viewport().size: # to stick centered on the background
escoria.logger.report_warning("main.gd:set_camera_limits()", if area.size.x == 0 or area.size.y == 0 \
"No limit area! Using viewport.") or area.size < get_viewport().size:
escoria.logger.report_warning(
"main.gd:set_camera_limits()",
"No limit area! Using viewport."
)
area.size = get_viewport().size area.size = get_viewport().size
escoria.logger.info("Setting camera limits from scene ", [area]) escoria.logger.info("Setting camera limits from scene ", [area])
@@ -82,21 +102,25 @@ func set_camera_limits(camera_limit_id : int = 0):
else: else:
limits = { limits = {
"limit_left": scene_camera_limits.position.x, "limit_left": scene_camera_limits.position.x,
"limit_right": scene_camera_limits.position.x + scene_camera_limits.size.x, "limit_right": scene_camera_limits.position.x + \
scene_camera_limits.size.x,
"limit_top": scene_camera_limits.position.y, "limit_top": scene_camera_limits.position.y,
"limit_bottom": scene_camera_limits.position.y + scene_camera_limits.size.y + screen_ofs.y * 2, "limit_bottom": scene_camera_limits.position.y + \
scene_camera_limits.size.y + screen_ofs.y * 2,
"set_default": true, "set_default": true,
} }
escoria.logger.info("Setting camera limits from parameter ", [scene_camera_limits]) escoria.logger.info(
"Setting camera limits from parameter ",
[scene_camera_limits]
)
current_scene.game.get_node("camera").set_limits(limits) current_scene.game.get_node("camera").set_limits(limits)
current_scene.game.get_node("camera").set_offset(screen_ofs * 2) current_scene.game.get_node("camera").set_offset(screen_ofs * 2)
""" # Sanity check that the game.tscn scene's root node script MUST
The game.tscn scene's root node script MUST implement the following methods. # implement the following methods. If they do not exist, stop immediately.
If they do not exist, stop immediately. Implement them, even if empty # Implement them, even if empty
"""
func check_game_scene_methods(): func check_game_scene_methods():
assert(current_scene.game.has_method("left_click_on_bg")) assert(current_scene.game.has_method("left_click_on_bg"))
assert(current_scene.game.has_method("right_click_on_bg")) assert(current_scene.game.has_method("right_click_on_bg"))

View File

@@ -1,10 +1,13 @@
extends Node
# Main_scene is the entry point for Godot Engine. # Main_scene is the entry point for Godot Engine.
# This scene sets up the main menu scene to load. # This scene sets up the main menu scene to load.
extends Node
# Start the main menu
func _ready(): func _ready():
var main_menu_path = ProjectSettings.get_setting("escoria/ui/main_menu_scene") var main_menu_path = ProjectSettings.get_setting(
"escoria/ui/main_menu_scene"
)
var main_menu_scene = load(main_menu_path).instance() var main_menu_scene = load(main_menu_path).instance()
# get_tree().get_root().call_deferred("add_child", main_menu_scene) # get_tree().get_root().call_deferred("add_child", main_menu_scene)
escoria.call_deferred("add_child", main_menu_scene) escoria.call_deferred("add_child", main_menu_scene)

View File

@@ -177,7 +177,7 @@ func _process(_delta):
if typeof(target) == TYPE_VECTOR2 or typeof(target) == TYPE_ARRAY: if typeof(target) == TYPE_VECTOR2 or typeof(target) == TYPE_ARRAY:
self.global_position = resolve_target_pos() self.global_position = resolve_target_pos()
elif "moved" in target and target.moved \ elif "moved" in target and target.moved \
or "moved" in target.Movable and target.Movable.moved: or "moved" in target.movable and target.movable.moved:
self.global_position = resolve_target_pos() self.global_position = resolve_target_pos()
func _ready(): func _ready():

View File

@@ -46,23 +46,30 @@ func add_new_item_by_id(item_id : String) -> void:
item_id = item_id.rsplit("i/", false)[0] item_id = item_id.rsplit("i/", false)[0]
if not items_ids_in_inventory.has(item_id): if not items_ids_in_inventory.has(item_id):
if not escoria.object_manager.has(item_id): if not escoria.object_manager.has(item_id):
escoria.logger.report_errors( var inventory_file = "%s/%s.tscn" % [
"inventory_ui.gd:add_new_item_by_id()", ProjectSettings.get_setting(
[ "escoria/ui/items_autoregister_path"
"Item global id '%s' does not exist." % item_id, ).trim_suffix("/"),
"Check item's id in ESCORIA_ALL_ITEMS scene." item_id
] ]
) if ResourceLoader.exists(inventory_file):
if not all_items.get_inventory_item(item_id): escoria.object_manager.register_object(
escoria.logger.report_errors( ESCObject.new(
"inventory_ui.gd:add_new_item_by_id()", item_id,
[ ResourceLoader.load(inventory_file).instance()
"Item global id '%s' doesn't have a " +\ )
"corresponding inventory item." % item_id, )
"Check item's id in ESCORIA_ALL_ITEMS scene." else:
] escoria.logger.report_errors(
) "inventory_ui.gd:add_new_item_by_id()",
var item_inventory_button = all_items.get_inventory_item(item_id).duplicate() [
"Item global id '%s' does not exist." % item_id,
"Check item's id in ESCORIA_ALL_ITEMS scene."
]
)
var item_inventory_button = (
escoria.object_manager.get_object(item_id).node as ESCItem
).inventory_item.duplicate()
items_ids_in_inventory[item_id] = item_inventory_button items_ids_in_inventory[item_id] = item_inventory_button
get_node(inventory_ui_container).add_item(item_inventory_button) get_node(inventory_ui_container).add_item(item_inventory_button)

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_inventory_item.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/assets/images/no_image.png" type="Texture" id=2] [ext_resource path="res://addons/escoria-core/game/assets/images/no_image.png" type="Texture" id=2]
[node name="inventory_item" type="TextureButton"] [node name="inventory_item" type="TextureButton"]

View File

@@ -1,10 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/items_inventory.gd" type="Script" id=1]
[node name="items_inventory" type="GridContainer"]
columns = 5
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

View File

@@ -1,9 +1,9 @@
[gd_scene load_steps=6 format=2] [gd_scene load_steps=6 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=2] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=3] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=3]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=4] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=4]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]

View File

@@ -107,7 +107,7 @@ var result_angles = []
func _ready(): func _ready():
# Find player animations # Find player animations
$player_animations.add_item("") $player_animations.add_item("")
for anim_name in $player.get_animations_list(): for anim_name in $player.get_animation_player.get_sprite_frames().get_animation_names():
$player_animations.add_item(anim_name) $player_animations.add_item(anim_name)
# Set initial angles # Set initial angles

205
docs/api/Movable.md Normal file
View File

@@ -0,0 +1,205 @@
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# Movable
**Extends:** [Node](../Node)
## Description
Node that performs the moving (walk, teleport, terrain scaling...) actions on
its parent node.
## Property Descriptions
### walk\_path
```gdscript
var walk_path: Array
```
Character path through the scene as calculated by the Pathfinder
### path\_ofs
```gdscript
var path_ofs: int
```
Current active walk path entry
### walk\_destination
```gdscript
var walk_destination: Vector2
```
The destination where the character should be moving to
### walk\_context
```gdscript
var walk_context: Dictionary
```
A dictionary with context information about the walk command
fast => Wether to walk fast or slow
target => Walk target
### moved
```gdscript
var moved: bool
```
Wether the character was moved at all
### last\_deg
```gdscript
var last_deg: int
```
Angle degrees to the last position (TODO is that correct?)
### last\_dir
```gdscript
var last_dir: int
```
Direction of the last position (TODO is that correct?)
### last\_scale
```gdscript
var last_scale: Vector2
```
Scale of the last position (TODO is that correct?)
### pose\_scale
```gdscript
var pose_scale: int
```
TODO Isn't this actually the flip state of the current animation?
### parent
```gdscript
var parent
```
Shortcut variable that references the node's parent
### bypass\_missing\_animation
```gdscript
var bypass_missing_animation
```
 If character misses an animation, bypass it and proceed.
## Method Descriptions
### teleport
```gdscript
func teleport(target, angle: Object = null) -> void
```
Teleports this item to the target position.
TODO angle is only used for logging and has no further use, so it probably
can be removed
#### Parameters
- target: Vector2, Position2d or ESCItem
### walk\_to
```gdscript
func walk_to(pos: Vector2, p_walk_context = null) -> void
```
Walk to a given position
#### Parameters
- pos: Position to walk to
- p_walk_context: Walk context to use
### walk
```gdscript
func walk(target_pos, p_speed, context = null) -> void
```
FIXME this function doesn't seem to be used anywhere
### walk\_stop
```gdscript
func walk_stop(pos: Vector2) -> var
```
We have finished walking. Set the idle pose and complete
#### Parameters
- pos: Final target position
### update\_terrain
```gdscript
func update_terrain(on_event_finished_name = null) -> void
```
Update the sprite scale and lighting
#### Parameters
- on_event_finished_name: Used if this function is called from an ESC event
### is\_angle\_in\_interval
```gdscript
func is_angle_in_interval(angle: float, interval: Array) -> bool
```
Returns true if given angle is inside the interval given by a starting_angle
and the size.
TODO Refactor to make this stuff understandable :D
#### Parameters
- angle: Angle to test
- interval : Array of size 2, containing the starting angle, and the size of
interval
eg: [90, 40] corresponds to angle between 90° and 130°
### set\_angle
```gdscript
func set_angle(deg: int, immediate = true) -> void
```
Sets character's angle and plays according animation.
TODO: depending on current angle and current angle, the character may
directly turn around with no "progression". We may enhance this by
calculating successive directions to turn the character to, so that he
doesn't switch to opposite direction too fast.
For example, if character looks WEST and set_angle(EAST) is called, we may
want the character to first turn SOUTHWEST, then SOUTH, then SOUTHEAST and
finally EAST, all more or less fast.
Whatever the implementation, this should be activated using "parameter
"immediate" set to false.
#### Parameters
- deg int angle to set the character
- immediate bool (currently unused, see TODO below)
If true, direction is switched immediately. Else, successive animations are
used so that the character turns to target angle.

275
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# esc\_compiler.gd
**Extends:** [Node](../Node)
## Description
ESC compiler
The workflow is like this:
Lines beginning with ":" such as :push, :say are EVENTS.
Lines in between are usually the ESC API functions calls. They are called COMMANDS.
Steps
* compile_script(path/to/esc) : called once
* compile(path/to/esc, errors) : called once
* read_events() : called once\
create an ESCState, initialized with 1st line\
for each line in ESCState that corresponds to an event (:event), create a new level
* add_level(state, level, errors)\
for each state.line that belongs to same group (same indentation), create a command
* read_cmd(state, level, errors)\
get the token in state.line : this is the actual command (say, teleport, etc.)\
get the parameters next to the token\
create an ESCCommand, check it and push it into level array\
* create an ESCEvent with the level created\
* add it to the returned Dictionary of events
In the end, the ESCState has read all lines in the file and is deleted
Returned value is a Dictionary { event name : ESCEvent}
And ESCEvent.level is an array of ESCCommand
## Constants Descriptions
### COMMANDS
```gdscript
const COMMANDS: Dictionary = {"!":{"alias":"end_dialog","min_args":0},"%":{"alias":"label","min_args":1},">":{"alias":"branch"},"?":{"alias":"dialog"},"accept_input":{"min_args":1,"types":[4]},"anim":{"min_args":2,"types":[4,4,1,1,1]},"autosave":{"min_args":0},"camera_push":{"min_args":1,"types":[4]},"camera_set_drag_margin_enabled":{"min_args":2,"types":[1,1]},"camera_set_limits":{"min_args":1,"types":[2]},"camera_set_pos":{"min_args":3,"types":[3,2,2]},"camera_set_target":{"min_args":1,"types":[3]},"camera_set_zoom":{"min_args":1,"types":[3]},"camera_set_zoom_height":{"min_args":1,"types":[2]},"camera_shift":{"min_args":2,"types":[2,2]},"change_scene":{"min_args":1,"types":[4,1]},"custom":{"min_args":2,"types":[4,4]},"cut_scene":{"min_args":2,"types":[4,4,1,1,1]},"debug":{"min_args":1},"dec_global":{"min_args":2,"types":[4,2]},"enable_terrain":{"min_args":1,"types":[4]},"game_over":{"min_args":1,"types":[1]},"inc_global":{"min_args":2,"types":[4,2]},"inventory_add":{"min_args":1},"inventory_display":{"min_args":1,"types":[1]},"inventory_remove":{"min_args":1},"jump":{"min_args":1},"label":{"min_args":1},"queue_animation":{"min_args":2,"types":[4,4,1]},"queue_resource":{"min_args":1,"types":[4,1]},"repeat":true,"say":{"min_args":2},"sched_event":{"min_args":3,"types":[3,4,4]},"set_active":{"min_args":2,"types":[4,1]},"set_angle":{"min_args":2,"types":[4,2]},"set_global":{"min_args":2,"types":[4,4]},"set_globals":{"min_args":2,"types":[4,1]},"set_hud_visible":{"min_args":1,"types":[1]},"set_interactive":{"min_args":2,"types":[4,1]},"set_sound_state":{"min_args":2,"types":[4,4,1]},"set_speed":{"min_args":2,"types":[4,2]},"set_state":{"min_args":2,"types":[4,4,1]},"slide":{"min_args":2},"slide_block":{"min_args":2},"spawn":{"min_args":1},"stop":true,"superpose_scene":{"min_args":1,"types":[4,1]},"teleport":{"min_args":2,"types":[4,4,2]},"teleport_pos":{"min_args":3},"turn_to":{"min_args":2},"wait":true,"walk":{"min_args":2},"walk_block":{"min_args":2},"walk_to_pos":{"min_args":3},"walk_to_pos_block":{"min_args":3}}
```
A list of valid ESC commands
### DEBUG\_COMMANDS
```gdscript
const DEBUG_COMMANDS: Dictionary = {"get_active":{"min_args":1,"types":[4]},"get_global":{"min_args":1,"types":[4]},"get_interactive":{"min_args":1,"types":[4]},"get_state":{"min_args":1,"types":[4]}}
```
Commands that can be called only by the ESC debug prompt
## Method Descriptions
### compile\_str
```gdscript
func compile_str(p_str: String, errors: Array)
```
Compile a string into a dictionary of ESC events
#### Parameters
- p_str: String to compile
- errors: List of errors occured during parsing
**Returns** A dictionary of ESCEvents
### load\_esc\_file
```gdscript
func load_esc_file(esc_file_path: String) -> Dictionary
```
Loads an ESC or special GDScript file and compiles it to a dictionary of
events.
#### Parameters
- esc_file_path: The path to the ESC file to load
**Returns** A dictionary of ESC events
### compile\_script
```gdscript
func compile_script(p_path: String) -> Dictionary
```
Compiles an ESC file into a dictionary of events.
Alternatively, a GDScript file can be specified as well. In that case,
the compiler expects a function get_events in that script that
returns a dictionary of events.
#### Parameters
- p_path: Path to the ESC/GDScript-file
**Returns** A dictionary of ESC events
### compile
```gdscript
func compile(p_fname: String, errors: Array) -> Dictionary
```
Compile an ESC file into a list of events
#### Parameters
- p_fname: Path to the ESC file
- errors: A list of errors that wil be filled by the compiler
**Returns** A dictionary of ESC events
### read\_events
```gdscript
func read_events(f, ret: Dictionary, errors: Array) -> void
```
Parse a file or a special dictionary into a dictionary of ESC events
The dictionary is currently used as a workaround to parse ESC from text
(see read_line for specifics)
#### Parameters
- f: File or Dictionary to read
- ret: The parsed dictionary
- errors: A list of errors that have been found during parsing
### add\_level
```gdscript
func add_level(state: ESCState, level: Array, errors: Array) -> void
```
Add a new level of indent to the current event parsing
#### Parameters
- state: The state we're working on
- level: The existing levels
- errors: A list of errors during parsing
### read\_cmd
```gdscript
func read_cmd(state: ESCState, level: Array, errors: Array) -> void
```
Interpret a line in an esc event level as a command and add it to the
level commands
#### Parameters
- state: The state we're working on
- level: The list of level commands
- errors: A list of errors occured during parsing
### add\_dialog
```gdscript
func add_dialog(state: ESCState, level: Array, errors: Array) -> void
```
Add a dialog into the current level
#### Parameters
- state: State we're working on
- level: Current list of level commands
- errors: List of errors occured during parsing
### read\_dialog\_option
```gdscript
func read_dialog_option(state: ESCState, level: Array, errors: Array) -> void
```
### check\_normal\_command
```gdscript
func check_normal_command(cmd: ESCCommand, state: ESCState, errors: Array) -> bool
```
### check\_debug\_command
```gdscript
func check_debug_command(cmd: ESCCommand, state: ESCState, errors: Array) -> bool
```
### check\_command
```gdscript
func check_command(commands_list: Dictionary, cmd: ESCCommand, state: ESCState, errors: Array) -> bool
```
### read\_line
```gdscript
func read_line(state: ESCState) -> void
```
Advance to the next line in the state
#### Parameters
- state: State we're working on
### is\_comment
```gdscript
func is_comment(line: String) -> bool
```
 Check wether line is a comment (starting with #)
#### Parameters
- line: Current line as string
**Returns** Wether the line is a comment or not
### get\_indent
```gdscript
func get_indent(line: String) -> int
```
Returns the position of the first non-blank character in given line string
#### Parameters
- line: Line to check
**Returns** Indent of the checked line
### is\_event
```gdscript
func is_event(line: String)
```
Check wether the given line is a event (begins with ":")
#### Parameters
- line: Line to check
**Returns**
### is\_flags
```gdscript
func is_flags(tk: String) -> bool
```
Checks wetehr the given token is a flag (ie. "[.+]")
#### Parameters
- tk: Token to check
**Returns** Wether the token is a flag or not
### get\_token
```gdscript
func get_token(line: String, p_from: int, line_count: int, errors: Array) -> int
```
### parse\_flags
```gdscript
func parse_flags(p_flags: String, flags_list: Array, ifs: Dictionary)
```
Parses a flags string (usually defined by '[.*]') and fills the flags_list array
and ifs variable (Dictionary containing all ifs conditions)

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# escoria.gd
**Extends:** [Node](../Node)
## Description
The escorie main script
## Enumerations
### GAME\_STATE
```gdscript
const GAME_STATE: Dictionary = {"DEFAULT":0,"DIALOG":1,"WAIT":2}
```
An enum of game states
* DEFAULT - Default mode
* DIALOG - Game is running a dialog
* WAIT - Game is currently waiting for a specified time
## Property Descriptions
### main\_menu\_instance
```gdscript
var main_menu_instance
```
The instance of the used main menu scene
### dialog\_player
```gdscript
var dialog_player
```
Dialog player instantiator. This instance is called directly for dialogs.
### inventory
```gdscript
var inventory
```
The inventory scene used
### room\_terrain
```gdscript
var room_terrain
```
The terrain of the current main room
### esc\_compiler
```gdscript
var esc_compiler
```
The ESC compiler instance
### logger
```gdscript
var logger
```
The logger instance
### main
```gdscript
var main
```
The main scene
### esc\_runner
```gdscript
var esc_runner
```
The ESC main loop
### esc\_level\_runner
```gdscript
var esc_level_runner
```
The ESC interpreter
### inputs\_manager
```gdscript
var inputs_manager
```
The escoria inputs manager
### utils
```gdscript
var utils
```
Several utilities
### current\_state
```gdscript
var current_state
```
The current state of the game
### game\_size
```gdscript
var game_size
```
The game resolution
## Method Descriptions
### new\_game
```gdscript
func new_game()
```
Called by Main menu "start new game"
### register\_object
```gdscript
func register_object(object: Object)
```
Register an object to the matching manager. (A dialog player as the
main dialog player, an item in the ESC runner, etc.)
#### Parameters
- object: The object to register
### do
```gdscript
func do(action: String, params: Array) -> void
```
Run a generic action
#### Parameters
- action: type of the action to run
- params: Parameters for the action

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# escoria\_types.gd
**Extends:** [Node](../Node)
## Description
Escoria basic types
## Enumerations
### EVENT\_LEVEL\_STATE
```gdscript
const EVENT_LEVEL_STATE: Dictionary = {"BREAK":2,"CALL":4,"JUMP":5,"REPEAT":3,"RETURN":0,"YIELD":1}
```
ESC script states
RETURN - The ESC script has been completed successfully
YIELD - ESC is waiting for Godot to finish something (e.g. Sprite animation)
BREAK - ESC has completed the current command block. Jump back
REPEAT - ESC is repeating a command block
CALL - Call another ESC command block
JUMP - Jump to another ESC label
## Constants Descriptions
### OBJ\_DEFAULT\_STATE
```gdscript
const OBJ_DEFAULT_STATE: String = "default"
```
The default state of an object
## Sub\-classes
### ESCState
#### Property Descriptions
### file
```gdscript
var file
```
File or Dictionary
### line
```gdscript
var line
```
String, can be null
### indent
```gdscript
var indent: int
```
### line\_count
```gdscript
var line_count: int
```
#### Method Descriptions
### \_init
```gdscript
func _init(p_file, p_line, p_indent, p_line_count)
```
### ESCEvent
#### Property Descriptions
### ev\_name
```gdscript
var ev_name: String
```
### ev\_level
```gdscript
var ev_level: Array
```
### ev\_flags
```gdscript
var ev_flags: Array
```
#### Method Descriptions
### \_init
```gdscript
func _init(p_name, p_level, p_flags)
```
### ESCCommand
#### Property Descriptions
### name
```gdscript
var name: String
```
### params
```gdscript
var params: Array
```
### conditions
```gdscript
var conditions: Dictionary
```
### flags
```gdscript
var flags: Array
```
#### Method Descriptions
### \_init
```gdscript
func _init(p_name)
```

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# Escoria architecture
## The plugin script, autoload and classes
According to the [concept of Godot plugins](https://docs.godotengine.org/en/stable/tutorials/plugins/editor/making_plugins.html), `Escoria`initializes itself in the plugin script `addons/escoria-core/editor/plugin_escoria.gd`. This script is mostly used to initialize the [Escoria configuration items](configuration.md) and initialize (and later remove) the autoloads.
Escoria is based on an autoload scene available as [`escoria`](api/escoria.gd.md), that binds together all required objects and interfaces in a central place. An additional autoload, [`esctypes`](api/escoria_types.gd.md) defines basic escoria classes.
In addition to this, various classes are defined in the respective class files and build up the various resources used in Escoria.
* [Movable](api/Movable.md): A class that can be added to another node to handle movements on that node.
## Nodes of the Escoria autoload scene
The Escoria autoload scene holds various nodes that take vital parts of the engine.
### Inputs Manager
The central component in Escoria to receive, handle and deliver input events.
### ESC Compiler
The [ESC compiler](api/esc_compiler.gd.md) compiles files in the [ESC language](../esc.md) into a list of events that can be run by the ESC runner
### Main
`escoria.main` is the main scene manager used in Escoria that allows for switching scenes with transitions
## The Godot main scene of Escoria
The scene, that Godot loads when starting a game (the [*main scene*](https://docs.godotengine.org/en/stable/getting_started/step_by_step/exporting.html#setting-a-main-scene)) is set to `addons/escoria-core/game/main_scene.tscn` and basically instantiates the configured main menu scene and starts it.

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# Game configuration
Aside from the common [Godot project settings](https://docs.godotengine.org/en/stable/classes/class_projectsettings.html), Escoria includes some special settings to configuration the Escoria components. These settings can be found in the "Escoria"-section in the project settings:
| Section | Setting | Description |
| -------- | ----------------------- | ------------------------------------------------------------ |
| Main | Game Start Script | ESC-script that will be executed when the game starts |
| | Force Quit | Allow quitting the game using the operating system's quit commands (Alt-F4 on Windows, Cmd-Q on macOS, etc.) |
| | Text Lang | Default language of texts displayed in the game |
| | Voice Lang | Default language of voices |
| Debug | Terminate On Warnings | If an Escoria warning is received, quit the game |
| | Terminate On Errors | If an Escoria error is received, quit the game |
| | Development Lang | Basic language the game is developed in. Useful for translation management |
| | Log Level | Level of log files produced. Even if this is set to DEBUG, debugging logs will not be available in production builds |
| Ui | Tooltip Follows Mouse | The tooltips for items in the scene follows the mouse cursor (used e.g. for mouse cursor icons UI) |
| | Dialogs Folder | Folder containing UI scenes related to dialogs |
| | Default Dialog Scene | The scene used for dialogs |
| | Main Menu Scene | The scene used for menus |
| | Pause Menu Scene | The scene used when the game is paused |
| | Game Scene | The game UI used |
| | Items Autoregister Path | Path that holds ESCItems that aren't registered in a scene before, but are added to the inventory for example |
| Sound | Music Volume | The volume used for music |
| | Sound Volume | The volume used for sound |
| | Speech Volume | The volume used for voices |
| | Master Volume | The master volume for all channels |
| Platform | Skip Cache | Wether to skip caching scenes. Some platforms might not have the enough amount of memory required for this (e.g. mobile platforms) and should have this setting set to true for their respective targets |

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# ESC language documentation
## Objects
### Global IDs
All objects in the game have a global ID, which is used to identify them in commands. The ID is configured in the object's scene.
### States
Each object can have a "state". The state is stored in the global state of the game, and the savegame, and it's set on the object when the scene is instanced. States can also be animations with the same name in the object's scene, in that case the animation is run when the state is set.
### Active objects
Objects can be active or not active. Non-active objects are hidden and non clickable.
Item activity is also handled as a special case of global flags. If the check starts with "a/", like "a/elaine", you're checking if "elaine" is active.
```
:ready
> [!a/elaine]
say player player_no_elaine_yet:"It would appear Elaine hasn't arrived yet."
```
Caveat: This works only when `set_active` has been called. Therefore if "elaine" is not set `active` in the editor but `set_active elaine true` is
called later, everything works as expected. If you have an item that can be picked up, even if it's `active` in the editor, but its state *may* toggle,
you must use this pattern:
```
:setup
set_active broom true [!i/inv_broom]
```
Now it has been explicitly set and it will work. The underlying technical rationale is way beyond the scope of this reference; just trust us
that it's the best way to go.
### Interactive objects
If you have something that only blocks the terrain, something you can move behind, you probably don't want to hassle with interaction areas
and tooltip texts. In this case, just set `is_interactive` to `false` and the item will not be checked for areas and its mouse events will
not be connected.
## Global flags
Global flags define the state of the game, and can have a value of true, false or an integer. All commands or groups can be conditioned to the value of a global flag.
### Inventory
The inventory is handled as a special case of global flags. All flags with a name starting with "i/" are considered an inventory object, with the object's global id following. Example:
```
# adds the object "key" to the inventory
set_global i/key true
```
```
# removes the object "key" to the inventory
set_global i/key false
```
## Game global state
The following values are saved in the global game state and savegames:
* Global flags
* Object's "state" values
* Object's "active" values
* Object's potisions if moved
## Events
When a scene is loaded, it may have events. We will not cover `:load` as it is used only internally for save games, nor will we cover `:start` here.
To initialize a room properly, you may want to use `:setup` like this:
```
:setup
teleport player door1 [eq last_exit door1]
teleport player door2 [eq last_exit door2]
```
It covers the fact that your `player` can be set anywhere in the room and be visible for just a moment before the `teleport` happens.
It's not mandatory, nor mutually exclusive with `:setup` to have a `:ready` event.
```
:ready
say player player_wants_out:"I want out! To live my life and to be free!" [want_out]
```
When the player interacts with an object in the game, the object receives an even. Each event executes a series of commands.
Events start with the character ":" in the Events file. Example:
```
:use
```
Especially useful for fallbacks, you can give flags to events:
```
:use | TK
say player player_does_not_wanna:"I don't wanna."
```
These flags are implemented:
* `TK` stands for "telekinetic". It means the player won't walk over to the item to say the line.
* `NO_TT` stands for "No tooltip". It hides the tooltip for the duration of the event. Probably not very useful, because events having multiple `say` commands in them are automatically hidden.
* `NO_HUD` stands for "No HUD". It hides the HUD for the duration of the event. Useful when you want something to look like a cut scene but not disable input for skipping dialog.
* `NO_SAVE` disables saving. Use this in cut scenes and anywhere a badly-timed autosave would leave your game in a messed-up state.
* `CUT_BLACK` applies only to `:setup`. It makes the screen go black during the setup phase. You will probably see a quick black flash, so use it only if you prefer it over the standard cut.
* `LEAVE_BLACK` applies only to `:setup`. In case your `:ready` starts with `cut_scene telon fade_in`, you must apply this flag or you will see a flash of your new scene before going black again for the `fade_in`.
## Commands
Commands consist of one word followed by parameters. Parameters can be one word, or strings in quotes. A string can also be preceeded by an ID for localization and the ":" character. Example:
```
# one parameter "player", another parameter "hello world", with id "dialog_hello"
say player dialog_hello:"hello world"
```
### Conditions
In order to run a command conditionally dependin on the value of a flag, use [] with a list of conditions. All conditions in the list must be true. The character "!" before a flag can be used to negate it.
Example:
```
# runs the command only if the door_open flag is true
say player "The door is open" [door_open]
```
```
# runs the group only if door_open is false and i/key is true
> [!door_open,i/key]
say player "The door is close, maybe I can try this key in my inventory"
```
Additionally, there's a set of comparison operators for use with global integers: `eq`, `gt` and `lt`, all of which can be negated.
Example:
```
# runs the command only if the value of pieces_of_eight is greater than 5
set_state inv_pieces_of_eight money_bag [gt pieces_of_eight 5]
```
### Groups
Commands can be grouped using the character ">" to start a group, and incrementing the indentation of the commands that belong to the group. Example:
```
>
set_global door_open true
animation player pick_up
# end of group
```
### Blocking
Some commands will block execution of the event until they finish, others won't. See the command's reference for details on which commands block.
### List of commands
#### `debug string [string2 ...]`
Takes 1 or more strings, prints them to the console.
#### `set_global name value`
Changes the value of the global "name" with the value. Value can be "true", "false" or an integer.
#### `dec_global name value`
Subtracts the value from global with given "name". Value and global must both be integers.
#### `inc_global name value`
Adds the value to global with given "name". Value and global must both be integers.
#### `set_globals pattern value`
Changes the value of multiple globals using a wildcard pattern. Example:
```
# clears the inventory
set_globals i/#### false
```
#### `accept_input [ALL|NONE|SKIP]`
What type of input does the game accept. `ALL` is the default, `SKIP` allows skipping of dialog but nothing else, `NONE` denies all input. Including opening the menu etc.
`SKIP` and `NONE` also disable autosaves.
Note that `SKIP` gets reset to `ALL` when the event is done, but `NONE` persists. This allows you to create cut scenes with `SKIP` where the dialog can be skipped, but also
initiate locked#### down cutscenes with `accept_input NONE` in `:setup` and `accept_input ALL` later in `:ready`.
#### `set_state object state` (Currently not available)
Changes the state of an object, and executes the state animation if present. The command can be used to change the appearance of an item or a player character.
When used on a player object, the command is used to dress the player in a costume identified by the state parameter. An `AnimationPlayer` with the given parameter should be a child of the player node, although one named "animation" is always the fallback when trying set a missing costume.
Items can also change state by playing animations from an `AnimationPlayer` named "animation". The `AnimationPlayer` is typically used to change the texture of a `Sprite` node, but it's also possible to add additional tracks for changing the tooltip and other properties of the item scene. By using keyframes and looping, any given state can also use multiple textures to bring more life to the item.
#### `set_hud_visible visible` (Currently not available)
If you have a cut#### scene#### like sequence where the player doesn't have control, and you also have HUD elements visible, use this to hide the HUD. You want to do that because it explicitly signals the player that there is no control over the game at the moment. "visible" is true or false.
#### `say object text [type] [avatar]`
Runs the specified string as a dialog said by the object. Blocks execution until the dialog finishes playing. Optional parameters:
* "type" determines the type of dialog UI to use. Default value is "default"
* "avatar" determines the avatar to use for the dialog. Default value is "default"
#### `anim object name [reverse] [flip_x] [flip_y]`
Executes the animation specificed with the "name" parameter on the object, without blocking. The next command in the event will be executed immediately after. Optional parameters:
* reverse plays the animation in reverse when true
* flip_x flips the x axis of the object's sprites when true (object's root node needs to be Node2D)
* flip_y flips the y axis of the object's sprites when true (object's root node needs to be Node2D)
#### `cut_scene object name [reverse] [flip_x] [flip_y]`
Executes the animation specificed with the "name" parameter on the object, blocking. The next command in the event will be executed when the animation is finished playing. Optional parameters:
* reverse plays the animation in reverse when true
* flip_x flips the x axis of the object's sprites when true (object's root node needs to be Node2D)
* flip_y flips the y axis of the object's sprites when true (object's root node needs to be Node2D)
#### `play_snd object file [loop]` (Currently not available)
Plays the sound specificed with the "file" parameter on the object, without blocking. You can play background sounds, eg. during scene changes, with `play_snd bg_snd res://...`
#### `set_active object value`
Changes the "active" state of the object, value can be true or false. Inactive objects are hidden in the scene.
#### `set_interactive object value`
Sets whether or not an action menu should be used, and a tooltip shown, on object. It must use the `item.gd` script. Value can be true or false. Useful for "soft#### disabling" objects without removing them by `set_active`.
#### `wait seconds`
Blocks execution of the current script for a number of seconds specified by the "seconds" parameter.
#### `change_scene path run_events`
Loads a new scene, specified by "path". The `run_events` variable is a boolean (default true) which you never want to set manually! It's there only to benefit save games, so they don't conflict with the scene's events.
#### `set_speed object speed`
Sets how fast object moves. It must use the `interactive.gd` script or something extended from it. Value is an integer.
#### `teleport object1 object2 [angle]`
Sets the position of object1 to the position of object2. By default object2's `interact_angle` is used to turn `object1`, but `angle` will override this.
Useful for doors and such with an `interact_angle` you don't always want to adhere to when re#### entering a room.
#### `slide object1 object2 [speed]`
Moves object1 towards the position of object2, at the speed determined by object1's "speed" property, unless overridden. This command is non#### blocking. It does not respect the room's navigation polygons, so you can move items where the player can't walk.
#### `slide_block object1 object2 [speed]`
Moves object1 towards the position of object2, at the speed determined by object1's "speed" propert, unless overriddeny. This command is blocking. It does not respect the room's navigation polygons, so you can move items where the player can't walk.
#### `walk object1 object2 [speed]`
Walks, using the walk animation, object1 towards the position of object2, at the speed determined by object1's "speed" property, unless overridden. This command is non#### blocking.
#### `walk_block object1 object2 [speed]`
Walks, using the walk animation, object1 towards the position of object2, at the speed determined by object1's "speed" property, unless overridden. This command is blocking.
#### `turn_to object degrees`
Turns `object` to a `degrees` angle with a `directions` animation.
0 sets `object` facing forward, 90 sets it 90 degrees clockwise ("east") etc. When turning to the destination angle, animations are played if they're defined in `animations`.
`object` must be player or interactive.
`degrees` must be between [0, 360] or an error is reported.
#### `set_angle object degrees`
Turns `object` to a `degrees` angle without animations.
0 sets `object` facing forward, 90 sets it 90 degrees clockwise ("east") etc. When turning to the destination angle, animations are played if they're defined in `animations`.
`object` must be player or interactive.
`degrees` must be between [0, 360] or an error is reported.
#### `spawn path [object2]`
Instances a scene determined by "path", and places in the position of object2 (object2 is optional)
#### `stop`
Stops the event's execution.
#### `repeat`
Restarts the execution of the current scope at the start. A scope can be a group or an event.
#### `sched_event time object event`
Schedules the execution of an "event" found in "object" in a time in seconds. If another event is running at the time, execution starts when the running event ends.
`event` can consist of multiple words like in `sched_event 0 tow_hook use inv_rope`
#### `custom obj func_name [params]`
If `obj` has a `(Node2D) custom` node, `func_name` will be searched for in its script and called with `params`. See device/contrib/custom/spine.gd for an example.
#### `camera_set_pos speed x y`
Moves the camera to a position defined by "x" and "y", at the speed defined by "speed" in pixels per second. If speed is 0, camera is teleported to the position.
#### `camera_set_target speed object [object2 object3 ...]`
Configures the camera to follow 1 or more objects, using "speed" as speed limit. This is the default behavior (default follow object is "player"). If there's more than 1 object, the camera follows the average position of all the objects specified.
#### `camera_set_zoom magnitude [time]`yx
Zooms the camera in/out to the desired magnitude. Values larger than 1 zooms the camera out, and smaller values zooms in, relative to the default value of 1. An optional time in seconds controls how long it takes for the camera to zoom into position.
#### `camera_set_zoom_height pixels [time]`
Similar to the command above, but uses pixel height instead of magnitude to zoom.
#### `camera_push target [time] [type]`
Push camera to target. Target must have `camera_pos` set. If it's of type `Camera2D`, its zoom will be used as well as position.
`type` is any of the `Tween.TransitionType` values without the prefix, eg. `LINEAR`, `QUART` or `CIRC`; defaults to `QUART`.
A `time` value of 0 will set the camera immediately.
#### `camera_shift x y [time] [type]`
Shift camera by `x` and `y` pixels over `time` seconds.
`type` is any of the `Tween.TransitionType` values without the prefix, eg. `LINEAR`, `QUART` or `CIRC`; defaults to `QUART`.
#### `queue_resource path front_of_queue`
Queues the load of a resource in a background thread. The path must be a full path inside your game, for example "res://scenes/next_scene.tscn". The "front_of_queue" parameter is optional (default value false), to put the resource in the front of the queue. Queued resources are cleared when a change scene happens (but after the scene is loaded, meaning you can queue resources that belong to the next scene).
#### `queue_animation object animation`
Similar to queue_resource, queues the resources necessary to have an animation loaded on an item. The resource paths are taken from the item placeholders.
#### `game_over continue_enabled show_credits`
Ends the game. Use the "continue_enabled" parameter to enable or disable the continue button in the main menu afterwards. The "show_credits" parameter loads the `ui/end_credits` scene if true. You can configure it to your regular credits scene if you want.
## Dialogs
To start a dialog, use the "?" character, with some parameters, followed by a list of dialog options. This hides the HUD. Each option starts with the "-" character, followed by a parameter with the text to display in the dialog interface. Inside the option, a group of commands is specified using indentation. Use "!" to signify the dialog is over and the HUD may be restored. The HUD will not be restored if the running event is flagged NO_HUD. Either way the Escoria virtual machine will know if the game is in a dialog context.
Example:
```
# character's "talk" event
:talk
? type avatar timeout timeout_option
- "I'd like to buy a map." [!player_has_map]
say player "I'd like to buy a map"
say map_vendor "Do you know the secret code?"
?
- "Uncle Sven sends regards."
say player "Uncle Sven sends regards."
> [player_has_money]
say map_vendor "Here you go."
say player "Thanks!"
inventory_add map
set_global player_has_map true
stop
> [!player_has_money]
say map_vendor "You can't afford it"
say player "I'll be back"
!
stop
- "Nevermind"
say player "Nevermind"
!
stop
- "Nevermind"
say player "Nevermind"
!
stop
repeat
```
All parameters are options:
* type: (default value "default") the type of dialog menu to use. All types are in the "dd_player" scene.
* avatar: (default value "default") the avatar to use in the dialog ui.
* timeout: (default value 0) timeout to select an option. After the time has passed, the "timeout_option" will be selected automatically. If the value is 0, there's no timeout.
* timeout_option: (default value 0) option selected when timeout is reached.

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=40 format=2] [gd_scene load_steps=40 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escplayer.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_player.gd" type="Script" id=1]
[ext_resource path="res://game/characters/mark/png/mark_talk_down.png" type="Texture" id=2] [ext_resource path="res://game/characters/mark/png/mark_talk_down.png" type="Texture" id=2]
[ext_resource path="res://game/characters/mark/mark_anims.gd" type="Script" id=3] [ext_resource path="res://game/characters/mark/mark_anims.gd" type="Script" id=3]
[ext_resource path="res://game/characters/mark/png/mark.png" type="Texture" id=4] [ext_resource path="res://game/characters/mark/png/mark.png" type="Texture" id=4]
@@ -10,200 +10,200 @@
[sub_resource type="AtlasTexture" id=1] [sub_resource type="AtlasTexture" id=1]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 336, 0, 24, 70 ) region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=2] [sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 4 ) atlas = ExtResource( 5 )
region = Rect2( 360, 0, 24, 70 ) region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=3] [sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 4 ) atlas = ExtResource( 5 )
region = Rect2( 384, 0, 24, 70 ) region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=4] [sub_resource type="AtlasTexture" id=4]
atlas = ExtResource( 4 ) atlas = ExtResource( 5 )
region = Rect2( 120, 0, 24, 70 ) region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=5] [sub_resource type="AtlasTexture" id=5]
atlas = ExtResource( 5 ) atlas = ExtResource( 4 )
region = Rect2( 0, 0, 24, 70 ) region = Rect2( 96, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=6] [sub_resource type="AtlasTexture" id=6]
atlas = ExtResource( 5 ) atlas = ExtResource( 4 )
region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=7]
atlas = ExtResource( 5 )
region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=8]
atlas = ExtResource( 7 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=9]
atlas = ExtResource( 7 )
region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=10]
atlas = ExtResource( 7 )
region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=11]
atlas = ExtResource( 7 )
region = Rect2( 72, 0, 24, 70 ) region = Rect2( 72, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=12] [sub_resource type="AtlasTexture" id=7]
atlas = ExtResource( 7 )
region = Rect2( 96, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=13]
atlas = ExtResource( 4 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=14]
atlas = ExtResource( 4 )
region = Rect2( 144, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=15]
atlas = ExtResource( 4 )
region = Rect2( 168, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=16]
atlas = ExtResource( 4 )
region = Rect2( 192, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=17]
atlas = ExtResource( 6 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=18]
atlas = ExtResource( 6 )
region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=19]
atlas = ExtResource( 4 )
region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=20]
atlas = ExtResource( 4 )
region = Rect2( 96, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=21]
atlas = ExtResource( 2 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=22]
atlas = ExtResource( 2 )
region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=23]
atlas = ExtResource( 2 )
region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=24]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 216, 0, 24, 70 ) region = Rect2( 216, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=25] [sub_resource type="AtlasTexture" id=8]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 240, 0, 24, 70 ) region = Rect2( 240, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=26] [sub_resource type="AtlasTexture" id=9]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 264, 0, 24, 70 ) region = Rect2( 264, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=27] [sub_resource type="AtlasTexture" id=10]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 288, 0, 24, 70 ) region = Rect2( 288, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=28] [sub_resource type="AtlasTexture" id=11]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 312, 0, 24, 70 ) region = Rect2( 312, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=29] [sub_resource type="AtlasTexture" id=12]
atlas = ExtResource( 7 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=13]
atlas = ExtResource( 7 )
region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=14]
atlas = ExtResource( 7 )
region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=15]
atlas = ExtResource( 7 )
region = Rect2( 72, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=16]
atlas = ExtResource( 7 )
region = Rect2( 96, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=17]
atlas = ExtResource( 4 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=18]
atlas = ExtResource( 4 )
region = Rect2( 120, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=19]
atlas = ExtResource( 4 )
region = Rect2( 144, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=20]
atlas = ExtResource( 4 )
region = Rect2( 168, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=21]
atlas = ExtResource( 4 )
region = Rect2( 192, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=22]
atlas = ExtResource( 2 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=23]
atlas = ExtResource( 2 )
region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=24]
atlas = ExtResource( 2 )
region = Rect2( 48, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=25]
atlas = ExtResource( 6 )
region = Rect2( 0, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=26]
atlas = ExtResource( 6 )
region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=27]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 24, 0, 24, 70 ) region = Rect2( 24, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=28]
atlas = ExtResource( 4 )
region = Rect2( 336, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=29]
atlas = ExtResource( 4 )
region = Rect2( 360, 0, 24, 70 )
[sub_resource type="AtlasTexture" id=30] [sub_resource type="AtlasTexture" id=30]
atlas = ExtResource( 4 ) atlas = ExtResource( 4 )
region = Rect2( 72, 0, 24, 70 ) region = Rect2( 384, 0, 24, 70 )
[sub_resource type="SpriteFrames" id=31] [sub_resource type="SpriteFrames" id=31]
animations = [ { animations = [ {
"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 2 ) ], "frames": [ SubResource( 1 ) ],
"loop": true,
"name": "walk_up",
"speed": 6.0
}, {
"frames": [ SubResource( 4 ) ],
"loop": true,
"name": "idle_down_left",
"speed": 5.0
}, {
"frames": [ SubResource( 5 ), SubResource( 6 ), SubResource( 7 ) ],
"loop": true,
"name": "speak_down_right",
"speed": 6.0
}, {
"frames": [ SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ), SubResource( 12 ) ],
"loop": true,
"name": "speak_right",
"speed": 5.0
}, {
"frames": [ SubResource( 13 ) ],
"loop": true,
"name": "idle_down",
"speed": 5.0
}, {
"frames": [ SubResource( 14 ), SubResource( 15 ), SubResource( 16 ), SubResource( 15 ) ],
"loop": true,
"name": "walk_down",
"speed": 6.0
}, {
"frames": [ SubResource( 17 ), SubResource( 18 ), SubResource( 17 ), SubResource( 18 ), SubResource( 18 ) ],
"loop": true,
"name": "speak_up",
"speed": 3.0
}, {
"frames": [ SubResource( 19 ) ],
"loop": true, "loop": true,
"name": "idle_right", "name": "idle_right",
"speed": 5.0 "speed": 5.0
}, { }, {
"frames": [ SubResource( 20 ) ], "frames": [ SubResource( 2 ), SubResource( 3 ), SubResource( 4 ) ],
"loop": true,
"name": "speak_down_right",
"speed": 6.0
}, {
"frames": [ SubResource( 5 ) ],
"loop": true, "loop": true,
"name": "idle_left", "name": "idle_left",
"speed": 5.0 "speed": 5.0
}, { }, {
"frames": [ SubResource( 21 ), SubResource( 22 ), SubResource( 23 ), SubResource( 22 ), SubResource( 23 ) ], "frames": [ SubResource( 6 ) ],
"loop": true, "loop": true,
"name": "speak_down", "name": "idle_up",
"speed": 6.0 "speed": 5.0
}, { }, {
"frames": [ SubResource( 24 ), SubResource( 25 ), SubResource( 26 ), SubResource( 27 ), SubResource( 28 ) ], "frames": [ SubResource( 7 ), SubResource( 8 ), SubResource( 9 ), SubResource( 10 ), SubResource( 11 ) ],
"loop": true, "loop": true,
"name": "walk_right", "name": "walk_right",
"speed": 6.0 "speed": 6.0
}, { }, {
"frames": [ SubResource( 29 ) ], "frames": [ SubResource( 12 ), SubResource( 13 ), SubResource( 14 ), SubResource( 15 ), SubResource( 16 ) ],
"loop": true,
"name": "speak_right",
"speed": 5.0
}, {
"frames": [ SubResource( 17 ) ],
"loop": true,
"name": "idle_down",
"speed": 5.0
}, {
"frames": [ SubResource( 18 ) ],
"loop": true,
"name": "idle_down_left",
"speed": 5.0
}, {
"frames": [ SubResource( 19 ), SubResource( 20 ), SubResource( 21 ), SubResource( 20 ) ],
"loop": true,
"name": "walk_down",
"speed": 6.0
}, {
"frames": [ SubResource( 22 ), SubResource( 23 ), SubResource( 24 ), SubResource( 23 ), SubResource( 24 ) ],
"loop": true,
"name": "speak_down",
"speed": 6.0
}, {
"frames": [ SubResource( 25 ), SubResource( 26 ), SubResource( 25 ), SubResource( 26 ), SubResource( 26 ) ],
"loop": true,
"name": "speak_up",
"speed": 3.0
}, {
"frames": [ SubResource( 27 ) ],
"loop": true, "loop": true,
"name": "idle_down_right", "name": "idle_down_right",
"speed": 5.0 "speed": 5.0
}, { }, {
"frames": [ SubResource( 30 ) ], "frames": [ SubResource( 28 ), SubResource( 29 ), SubResource( 30 ), SubResource( 29 ) ],
"loop": true, "loop": true,
"name": "idle_up", "name": "walk_up",
"speed": 5.0 "speed": 6.0
} ] } ]
[sub_resource type="CapsuleShape2D" id=32] [sub_resource type="CapsuleShape2D" id=32]
height = 0.0 height = 0.0
[node name="mark" type="KinematicBody2D"] [node name="mark" type="Area2D"]
script = ExtResource( 1 ) script = ExtResource( 1 )
global_id = "player" global_id = "player"
animations = ExtResource( 3 )
dialog_color = Color( 1, 1, 1, 1 ) dialog_color = Color( 1, 1, 1, 1 )
animations = ExtResource( 3 )
[node name="sprite" type="AnimatedSprite" parent="."] [node name="sprite" type="AnimatedSprite" parent="."]
position = Vector2( 0, -140.938 ) position = Vector2( 0, -140.938 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=7 format=2] [gd_scene load_steps=7 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[ext_resource path="res://game/characters/worker/worker_anims.gd" type="Script" id=2] [ext_resource path="res://game/characters/worker/worker_anims.gd" type="Script" id=2]
[ext_resource path="res://game/characters/worker/png/worker.png" type="Texture" id=4] [ext_resource path="res://game/characters/worker/png/worker.png" type="Texture" id=4]

View File

@@ -1,43 +0,0 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://game/items/escitems/empty_sheet_escitem.tscn" type="PackedScene" id=1]
[ext_resource path="res://game/items/escitems/pen_escitem.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/items/escitems/wrench_escitem.tscn" type="PackedScene" id=3]
[ext_resource path="res://game/items/escitems/filled_sheet_escitem.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/core-scripts/items_inventory.gd" type="Script" id=5]
[ext_resource path="res://game/items/escitems/bottle_escitem.tscn" type="PackedScene" id=6]
[node name="ESCORIA_ALL_ITEMS" type="Node2D"]
visible = false
script = ExtResource( 5 )
[node name="empty_sheet" parent="." instance=ExtResource( 1 )]
dialog_color = Color( 1, 1, 1, 1 )
interact_positions = {
"default": Vector2( 0, 0 )
}
[node name="filled_sheet" parent="." instance=ExtResource( 4 )]
position = Vector2( -29.7823, 133.569 )
interact_positions = {
"default": Vector2( -29.7823, 133.569 )
}
[node name="pen" parent="." instance=ExtResource( 2 )]
position = Vector2( 136.277, 13.5374 )
dialog_color = Color( 1, 1, 1, 1 )
interact_positions = {
"default": Vector2( 136.277, 13.5374 )
}
[node name="wrench" parent="." instance=ExtResource( 3 )]
position = Vector2( 293.311, 2.70747 )
interact_positions = {
"default": Vector2( 293.311, 2.70747 )
}
[node name="bottle" parent="." instance=ExtResource( 6 )]
position = Vector2( 59.4604, 167.678 )
interact_positions = {
"default": Vector2( 59.4604, 167.678 )
}

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=10 format=2] [gd_scene load_steps=10 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room3/smoke.png" type="Texture" id=2] [ext_resource path="res://game/rooms/room3/smoke.png" type="Texture" id=2]
[sub_resource type="Gradient" id=1] [sub_resource type="Gradient" id=1]

View File

@@ -1,27 +1,26 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://game/items/inventory/empty_sheet.tscn" type="PackedScene" id=1]
[ext_resource path="res://game/rooms/room5/items/empty_sheet.png" type="Texture" id=2] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=2]
[ext_resource path="res://game/items/inventory/empty_sheet_escinventoryitem.tscn" type="PackedScene" id=3] [ext_resource path="res://game/rooms/room5/items/empty_sheet.png" type="Texture" id=3]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 86.9568, 115.211 ) extents = Vector2( 86.9568, 115.211 )
[node name="empty_sheet" type="Area2D"] [node name="empty_sheet" type="Area2D"]
script = ExtResource( 1 ) script = ExtResource( 2 )
global_id = "r5_empty_sheet" global_id = "r5_empty_sheet"
esc_script = "res://game/items/escitems/empty_sheet.esc" esc_script = "res://game/items/escitems/empty_sheet.esc"
tooltip_name = "Empty sheet" tooltip_name = "Empty sheet"
default_action = "look" default_action = "look"
default_action_inventory = "look"
combine_if_action_used_among = PoolStringArray( "use", "give" ) combine_if_action_used_among = PoolStringArray( "use", "give" )
use_from_inventory_only = true use_from_inventory_only = true
inventory_item_scene_file = ExtResource( 3 ) inventory_item_scene_file = ExtResource( 1 )
interact_positions = { dialog_color = Color( 1, 1, 1, 1 )
"default": null
}
[node name="sprite" type="Sprite" parent="."] [node name="sprite" type="Sprite" parent="."]
texture = ExtResource( 2 ) texture = ExtResource( 3 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
rotation = 0.0218604 rotation = 0.0218604

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[ext_resource path="res://game/items/inventory/filled_sheet_escinventoryitem.tscn" type="PackedScene" id=2] [ext_resource path="res://game/items/inventory/filled_sheet.tscn" type="PackedScene" id=2]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
@@ -15,9 +15,6 @@ combine_is_one_way = true
use_from_inventory_only = true use_from_inventory_only = true
inventory_item_scene_file = ExtResource( 2 ) inventory_item_scene_file = ExtResource( 2 )
dialog_color = Color( 1, 1, 1, 1 ) dialog_color = Color( 1, 1, 1, 1 )
interact_positions = {
"default": Vector2( 0, 0 )
}
[node name="sprite" type="Sprite" parent="."] [node name="sprite" type="Sprite" parent="."]

View File

@@ -1,28 +1,26 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://game/rooms/room5/items/pen.png" type="Texture" id=1]
[ext_resource path="res://game/rooms/room5/items/pen.png" type="Texture" id=2] [ext_resource path="res://game/items/inventory/pen.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/items/inventory/pen_escinventoryitem.tscn" type="PackedScene" id=3] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=3]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 51.8881, 43.8187 ) extents = Vector2( 51.8881, 43.8187 )
[node name="pen" type="Area2D"] [node name="pen" type="Area2D"]
script = ExtResource( 1 ) script = ExtResource( 3 )
global_id = "r5_pen" global_id = "r5_pen"
esc_script = "res://game/items/escitems/pen.esc" esc_script = "res://game/items/escitems/pen.esc"
tooltip_name = "Pen" tooltip_name = "Pen"
default_action = "look" default_action = "look"
default_action_inventory = "look"
combine_if_action_used_among = PoolStringArray( "use", "give" ) combine_if_action_used_among = PoolStringArray( "use", "give" )
use_from_inventory_only = true use_from_inventory_only = true
inventory_item_scene_file = ExtResource( 3 ) inventory_item_scene_file = ExtResource( 2 )
dialog_color = Color( 1, 1, 1, 1 ) dialog_color = Color( 1, 1, 1, 1 )
interact_positions = {
"default": Vector2( 0, 0 )
}
[node name="sprite" type="Sprite" parent="."] [node name="sprite" type="Sprite" parent="."]
texture = ExtResource( 2 ) texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 ) shape = SubResource( 1 )

View File

@@ -1,25 +1,26 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://game/items/inventory/wrench.tscn" type="PackedScene" id=1]
[ext_resource path="res://game/rooms/room5/items/wrench.png" type="Texture" id=2] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=2]
[ext_resource path="res://game/items/inventory/wrench_escinventoryitem.tscn" type="PackedScene" id=3] [ext_resource path="res://game/rooms/room5/items/wrench.png" type="Texture" id=3]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 44.696, 49.0953 ) extents = Vector2( 44.696, 49.0953 )
[node name="wrench" type="Area2D"] [node name="wrench" type="Area2D"]
script = ExtResource( 1 ) script = ExtResource( 2 )
global_id = "r5_wrench" global_id = "r5_wrench"
esc_script = "res://game/items/escitems/wrench.esc" esc_script = "res://game/items/escitems/wrench.esc"
tooltip_name = "Wrench" tooltip_name = "Wrench"
default_action = "look" default_action = "look"
default_action_inventory = "look"
combine_if_action_used_among = PoolStringArray( "use" ) combine_if_action_used_among = PoolStringArray( "use" )
use_from_inventory_only = true use_from_inventory_only = true
inventory_item_scene_file = ExtResource( 3 ) inventory_item_scene_file = ExtResource( 1 )
dialog_color = Color( 1, 1, 1, 1 ) dialog_color = Color( 1, 1, 1, 1 )
[node name="sprite" type="Sprite" parent="."] [node name="sprite" type="Sprite" parent="."]
texture = ExtResource( 2 ) texture = ExtResource( 3 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 ) shape = SubResource( 1 )

View File

@@ -1,15 +1,15 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://game/items/textures/genericItem_color_127.png" type="Texture" id=1]
[ext_resource path="res://game/items/textures/genericItem_color_127.png" type="Texture" id=2] [ext_resource path="res://game/items/inventory/bottle.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/items/inventory/bottle_escinventoryitem.tscn" type="PackedScene" id=3] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=3]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 28.3873, 74.7806 ) extents = Vector2( 28.3873, 74.7806 )
[node name="bottle" type="Area2D"] [node name="bottle" type="Area2D"]
z_index = 1 z_index = 1
script = ExtResource( 1 ) script = ExtResource( 3 )
global_id = "r9_bottle" global_id = "r9_bottle"
esc_script = "res://game/items/escitems/bottle.esc" esc_script = "res://game/items/escitems/bottle.esc"
tooltip_name = "Bottle" tooltip_name = "Bottle"
@@ -17,11 +17,11 @@ default_action = "pickup"
default_action_inventory = "look" default_action_inventory = "look"
combine_if_action_used_among = PoolStringArray( "use" ) combine_if_action_used_among = PoolStringArray( "use" )
use_from_inventory_only = true use_from_inventory_only = true
inventory_item_scene_file = ExtResource( 3 ) inventory_item_scene_file = ExtResource( 2 )
dialog_color = Color( 1, 1, 1, 1 ) dialog_color = Color( 1, 1, 1, 1 )
[node name="sprite" type="Sprite" parent="."] [node name="sprite" type="Sprite" parent="."]
texture = ExtResource( 2 ) texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."] [node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 1 ) shape = SubResource( 1 )

View File

@@ -1,13 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=1]
[ext_resource path="res://game/items/textures/genericItem_color_020.png" type="Texture" id=2]
[node name="axe" type="TextureButton"]
margin_right = 94.0
margin_bottom = 128.0
texture_normal = ExtResource( 2 )
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

View File

@@ -1,13 +1,13 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://game/items/textures/genericItem_color_127.png" type="Texture" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_inventory_item.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=2] [ext_resource path="res://game/items/textures/genericItem_color_127.png" type="Texture" id=2]
[node name="empty_sheet" type="TextureButton"] [node name="empty_sheet" type="TextureButton"]
margin_right = 50.0 margin_right = 50.0
margin_bottom = 140.0 margin_bottom = 140.0
texture_normal = ExtResource( 1 ) texture_normal = ExtResource( 2 )
script = ExtResource( 2 ) script = ExtResource( 1 )
__meta__ = { __meta__ = {
"_edit_use_anchors_": false "_edit_use_anchors_": false
} }

View File

@@ -1,13 +1,13 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://game/items/textures/genericItem_color_038.png" type="Texture" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_inventory_item.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=2] [ext_resource path="res://game/items/textures/genericItem_color_038.png" type="Texture" id=2]
[node name="empty_sheet" type="TextureButton"] [node name="empty_sheet" type="TextureButton"]
margin_right = 98.0 margin_right = 98.0
margin_bottom = 124.0 margin_bottom = 124.0
texture_normal = ExtResource( 1 ) texture_normal = ExtResource( 2 )
script = ExtResource( 2 ) script = ExtResource( 1 )
__meta__ = { __meta__ = {
"_edit_use_anchors_": false "_edit_use_anchors_": false
} }

View File

@@ -1,13 +1,13 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://game/rooms/room5/items/filled_sheet.png" type="Texture" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_inventory_item.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=2] [ext_resource path="res://game/rooms/room5/items/filled_sheet.png" type="Texture" id=2]
[node name="filled_sheet" type="TextureButton"] [node name="filled_sheet" type="TextureButton"]
margin_right = 88.0 margin_right = 88.0
margin_bottom = 124.0 margin_bottom = 124.0
texture_normal = ExtResource( 1 ) texture_normal = ExtResource( 2 )
script = ExtResource( 2 ) script = ExtResource( 1 )
__meta__ = { __meta__ = {
"_edit_use_anchors_": false "_edit_use_anchors_": false
} }

View File

@@ -1,13 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=1]
[ext_resource path="res://game/items/textures/genericItem_color_010.png" type="Texture" id=2]
[node name="hammer" type="TextureButton"]
margin_right = 70.0
margin_bottom = 104.0
texture_normal = ExtResource( 2 )
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://game/items/textures/genericItem_color_026.png" type="Texture" id=1] [ext_resource path="res://game/items/textures/genericItem_color_026.png" type="Texture" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=2] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_inventory_item.gd" type="Script" id=2]
[node name="pen" type="TextureButton"] [node name="pen" type="TextureButton"]
margin_right = 42.0 margin_right = 42.0

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://game/items/textures/genericItem_color_004.png" type="Texture" id=1] [ext_resource path="res://game/items/textures/genericItem_color_004.png" type="Texture" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escinventoryitem.gd" type="Script" id=2] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_inventory_item.gd" type="Script" id=2]
[node name="wrench" type="TextureButton"] [node name="wrench" type="TextureButton"]
margin_right = 70.0 margin_right = 70.0

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]
margin_right = 1289.0 margin_right = 1289.0

View File

@@ -4,8 +4,8 @@
[ext_resource path="res://game/rooms/room1/background.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room1/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=5] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[node name="room1" type="Node2D"] [node name="room1" type="Node2D"]
script = ExtResource( 6 ) script = ExtResource( 6 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, -6.44019, 711.297 ) vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, -6.44019, 711.297 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]
margin_right = 1289.0 margin_right = 1289.0

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[sub_resource type="Animation" id=1] [sub_resource type="Animation" id=1]
resource_name = "r_door_close" resource_name = "r_door_close"

View File

@@ -1,11 +1,11 @@
[gd_scene load_steps=10 format=2] [gd_scene load_steps=10 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room10/background.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room10/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=7] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=7]
[ext_resource path="res://game/rooms/room2/button/button.tscn" type="PackedScene" id=8] [ext_resource path="res://game/rooms/room2/button/button.tscn" type="PackedScene" id=8]
[ext_resource path="res://game/rooms/room10/r_door.tscn" type="PackedScene" id=9] [ext_resource path="res://game/rooms/room10/r_door.tscn" type="PackedScene" id=9]

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 ) vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room2/bridge.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room2/bridge.tscn" type="PackedScene" id=2]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[sub_resource type="Animation" id=1] [sub_resource type="Animation" id=1]
resource_name = "bridge_close" resource_name = "bridge_close"

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 28.6442, 29.8513 ) extents = Vector2( 28.6442, 29.8513 )

View File

@@ -5,8 +5,8 @@
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://game/rooms/room2/button/button.tscn" type="PackedScene" id=5] [ext_resource path="res://game/rooms/room2/button/button.tscn" type="PackedScene" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=7] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=7]
[node name="room2" type="Node2D"] [node name="room2" type="Node2D"]
script = ExtResource( 6 ) script = ExtResource( 6 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 129.634, 615.792, 488.56, 617.98, 454.637, 800.726, 2.69714, 805.103, 75.8943, 663.384, 3.79144, 707.712, 5.9538, 653.476, 63.1848, 626.267, 1284.99, 804.433, 868.119, 803.394, 828.615, 621.468, 1152.31, 619.946, 1181.97, 640.075, 1260.04, 615.231, 1282.91, 680.724, 1190.39, 590.281 ) vertices = PoolVector2Array( 129.634, 615.792, 488.56, 617.98, 454.637, 800.726, 2.69714, 805.103, 75.8943, 663.384, 3.79144, 707.712, 5.9538, 653.476, 63.1848, 626.267, 1284.99, 804.433, 868.119, 803.394, 828.615, 621.468, 1152.31, 619.946, 1181.97, 640.075, 1260.04, 615.231, 1282.91, 680.724, 1190.39, 590.281 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room2/bridge.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room2/bridge.tscn" type="PackedScene" id=2]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]

View File

@@ -4,8 +4,8 @@
[ext_resource path="res://game/rooms/room3/background.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room3/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=5] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://game/items/escitems/button.tscn" type="PackedScene" id=7] [ext_resource path="res://game/items/escitems/button.tscn" type="PackedScene" id=7]
[node name="room3" type="Node2D"] [node name="room3" type="Node2D"]

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 129.634, 615.792, 488.56, 617.98, 454.637, 800.726, 2.69714, 805.103, 75.8943, 663.384, 3.79144, 707.712, 5.9538, 653.476, 63.1848, 626.267, 1284.99, 804.433, 868.119, 803.394, 828.615, 621.468, 1152.31, 619.946, 1181.97, 640.075, 1260.04, 615.231, 1282.91, 680.724, 1190.39, 590.281 ) vertices = PoolVector2Array( 129.634, 615.792, 488.56, 617.98, 454.637, 800.726, 2.69714, 805.103, 75.8943, 663.384, 3.79144, 707.712, 5.9538, 653.476, 63.1848, 626.267, 1284.99, 804.433, 868.119, 803.394, 828.615, 621.468, 1152.31, 619.946, 1181.97, 640.075, 1260.04, 615.231, 1282.91, 680.724, 1190.39, 590.281 )

View File

@@ -9,7 +9,7 @@
# Set player look left # Set player look left
set_angle player 270 set_angle player 270
stop stop
> [!last_scene] > [eq ESC_LAST_SCENE ""]
teleport player player_start teleport player player_start
stop stop

View File

@@ -1,11 +1,11 @@
[gd_scene load_steps=10 format=2] [gd_scene load_steps=10 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=2] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=2]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=5] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://game/rooms/room4/assets/background.png" type="Texture" id=7] [ext_resource path="res://game/rooms/room4/assets/background.png" type="Texture" id=7]
[ext_resource path="res://game/rooms/room4/assets/depth_reduced.png" type="Texture" id=8] [ext_resource path="res://game/rooms/room4/assets/depth_reduced.png" type="Texture" id=8]
@@ -49,13 +49,16 @@ margin_right = 1008.3
margin_bottom = 109.657 margin_bottom = 109.657
custom_fonts/font = ExtResource( 3 ) custom_fonts/font = ExtResource( 3 )
text = "This room demonstrates how to use a background image AND using a large image width AND setting a depth map on the ESCTerrain node" text = "This room demonstrates how to use a background image AND using a large image width AND setting a depth map on the ESCTerrain node"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="walkable_area" type="Navigation2D" parent="."] [node name="walkable_area" type="Navigation2D" parent="."]
script = ExtResource( 1 ) script = ExtResource( 1 )
scales = ExtResource( 8 ) scales = ExtResource( 8 )
player_doubleclick_speed_multiplier = 1.8
debug_mode = 0
scale_min = 0.4 scale_min = 0.4
lightmap = ExtResource( 8 )
player_doubleclick_speed_multiplier = 1.8
[node name="platform" type="NavigationPolygonInstance" parent="walkable_area"] [node name="platform" type="NavigationPolygonInstance" parent="walkable_area"]
position = Vector2( 6.73163, -264.779 ) position = Vector2( 6.73163, -264.779 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]
margin_right = 1289.0 margin_right = 1289.0

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[sub_resource type="Animation" id=1] [sub_resource type="Animation" id=1]
resource_name = "state_round" resource_name = "state_round"

View File

@@ -1,15 +1,15 @@
[gd_scene load_steps=12 format=2] [gd_scene load_steps=12 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room5/background.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room5/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://game/rooms/room5/item_wall/item_wall.tscn" type="PackedScene" id=5] [ext_resource path="res://game/rooms/room5/item_wall/item_wall.tscn" type="PackedScene" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=7] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=7]
[ext_resource path="res://game/items/escitems/wrench_escitem.tscn" type="PackedScene" id=8] [ext_resource path="res://game/items/escitems/r5_wrench.tscn" type="PackedScene" id=8]
[ext_resource path="res://game/items/escitems/empty_sheet_escitem.tscn" type="PackedScene" id=9] [ext_resource path="res://game/items/escitems/r5_empty_sheet.tscn" type="PackedScene" id=9]
[ext_resource path="res://game/items/escitems/pen_escitem.tscn" type="PackedScene" id=10] [ext_resource path="res://game/items/escitems/r5_pen.tscn" type="PackedScene" id=10]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 ) vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 ) vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]
margin_right = 1289.0 margin_right = 1289.0

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[node name="l_exit" type="Area2D"] [node name="l_exit" type="Area2D"]
script = ExtResource( 1 ) script = ExtResource( 1 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[sub_resource type="Animation" id=1] [sub_resource type="Animation" id=1]
resource_name = "r_door_close" resource_name = "r_door_close"

View File

@@ -1,11 +1,11 @@
[gd_scene load_steps=10 format=2] [gd_scene load_steps=10 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room6/background.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room6/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/rooms/room6/l_exit.tscn" type="PackedScene" id=3] [ext_resource path="res://game/rooms/room6/l_exit.tscn" type="PackedScene" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://game/rooms/room6/r_door.tscn" type="PackedScene" id=5] [ext_resource path="res://game/rooms/room6/r_door.tscn" type="PackedScene" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://game/characters/worker/worker.tscn" type="PackedScene" id=7] [ext_resource path="res://game/characters/worker/worker.tscn" type="PackedScene" id=7]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=8] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=8]

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 ) vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]
margin_right = 2092.0 margin_right = 2092.0

View File

@@ -1,12 +1,12 @@
[gd_scene load_steps=16 format=2] [gd_scene load_steps=16 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room7/background.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room7/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/items/escitems/button.tscn" type="PackedScene" id=3] [ext_resource path="res://game/items/escitems/button.tscn" type="PackedScene" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=5] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=7] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=7]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1976.63, 640.557, 1987.95, 588.863, 2070.07, 622.872, 2066.3, 799.721, 1015.72, 626.818, 1956.81, 616.096, -9.16094, 803.802, -6.44019, 711.297, 911.239, 554.152, 991.239, 554.152, 858.566, 628.405, 741.099, 620.468, 84.5821, 654.06, 3.15687, 646.051, 59.2201, 628.698, 129.634, 615.792 ) vertices = PoolVector2Array( 1976.63, 640.557, 1987.95, 588.863, 2070.07, 622.872, 2066.3, 799.721, 1015.72, 626.818, 1956.81, 616.096, -9.16094, 803.802, -6.44019, 711.297, 911.239, 554.152, 991.239, 554.152, 858.566, 628.405, 741.099, 620.468, 84.5821, 654.06, 3.15687, 646.051, 59.2201, 628.698, 129.634, 615.792 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 ) vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 129.634, 615.792, 1143.08, 613.35, -9.16094, 803.802, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 )

View File

@@ -1,11 +1,11 @@
[gd_scene load_steps=11 format=2] [gd_scene load_steps=11 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=2] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=2]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=5] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1143.08, 613.35, 1267.68, 669.029, 1275.03, 799.721, -9.16094, 803.802, -6.44019, 711.297, 84.5821, 654.06, 742.298, 623.672, 581.028, 613.592, 583.548, 574.535, 707.02, 574.535, 714.58, 611.072, 3.15687, 646.051, 59.2201, 628.698, 129.634, 615.792, 530.631, 612.332, 550.79, 623.672, 783.875, 609.812 ) vertices = PoolVector2Array( 1143.08, 613.35, 1267.68, 669.029, 1275.03, 799.721, -9.16094, 803.802, -6.44019, 711.297, 84.5821, 654.06, 742.298, 623.672, 581.028, 613.592, 583.548, 574.535, 707.02, 574.535, 714.58, 611.072, 3.15687, 646.051, 59.2201, 628.698, 129.634, 615.792, 530.631, 612.332, 550.79, 623.672, 783.875, 609.812 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2] [gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escbackground.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_background.gd" type="Script" id=1]
[node name="background" type="TextureRect"] [node name="background" type="TextureRect"]
margin_right = 1289.0 margin_right = 1289.0

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[sub_resource type="RectangleShape2D" id=1] [sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 66.4415, 154.457 ) extents = Vector2( 66.4415, 154.457 )

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=1]
[sub_resource type="Animation" id=1] [sub_resource type="Animation" id=1]
resource_name = "r_door_close" resource_name = "r_door_close"

View File

@@ -1,16 +1,16 @@
[gd_scene load_steps=14 format=2] [gd_scene load_steps=14 format=2]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escterrain.gd" type="Script" id=1] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
[ext_resource path="res://game/rooms/room9/background.tscn" type="PackedScene" id=2] [ext_resource path="res://game/rooms/room9/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3] [ext_resource path="res://game/ui/commons/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4] [ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://game/rooms/room9/closet/magical_closet.tscn" type="PackedScene" id=5] [ext_resource path="res://game/rooms/room9/closet/magical_closet.tscn" type="PackedScene" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escroom.gd" type="Script" id=6] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://addons/escoria-core/game/core-scripts/escitem.gd" type="Script" id=7] [ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=7]
[ext_resource path="res://game/rooms/room2/button/button.tscn" type="PackedScene" id=8] [ext_resource path="res://game/rooms/room2/button/button.tscn" type="PackedScene" id=8]
[ext_resource path="res://game/rooms/room9/r_door.tscn" type="PackedScene" id=9] [ext_resource path="res://game/rooms/room9/r_door.tscn" type="PackedScene" id=9]
[ext_resource path="res://game/items/textures/genericItem_color_127.png" type="Texture" id=10] [ext_resource path="res://game/items/textures/genericItem_color_127.png" type="Texture" id=10]
[ext_resource path="res://game/items/escitems/bottle_escitem.tscn" type="PackedScene" id=11] [ext_resource path="res://game/items/escitems/r9_bottle.tscn" type="PackedScene" id=11]
[sub_resource type="NavigationPolygon" id=1] [sub_resource type="NavigationPolygon" id=1]
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 1143.08, 613.35, -9.16094, 803.802, -6.44019, 711.297, 846.646, 637.49, 3.15687, 646.051, 59.2201, 628.698, 84.5821, 654.06, 864.626, 613.518, 428.618, 640.487, 386.666, 618.012, 129.634, 615.792 ) vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 1143.08, 613.35, -9.16094, 803.802, -6.44019, 711.297, 846.646, 637.49, 3.15687, 646.051, 59.2201, 628.698, 84.5821, 654.06, 864.626, 613.518, 428.618, 640.487, 386.666, 618.012, 129.634, 615.792 )

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