Optimized Docs (#7)
Authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
68
CREDITS
68
CREDITS
@@ -1,68 +0,0 @@
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Escoria is a framework developed by Ariel Manzur (punto)
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||||
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Logo
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====
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Escoria Logo created by Livio Fania (https://liviofania.com/)
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Licence: CC-BY
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||||
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Assets
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======
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Fonts
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-----
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These fonts are provided as an example. Please mind checking the licence before redistributing with your game.
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- Caslon Antique
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https://www.1001fonts.com/caslon-antique-font.html#license
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Licence: Free for personal use - Free for commercial use
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This is the font used in LucasArt's game Curse of Monkey Island.
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- Onesize
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https://www.whatfontis.com/Onesize.font
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Licence: Free for personal use
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||||
This is the font used in LucasArt's games The Secret of Monkey Island and Monkey Island 2: Lechuck's Revenge.
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Characters
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----------
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- Mark spritesheet by Marco Giorgini - marcogiorgini.com
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Licence : CC0 Licence
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||||
https://opengameart.org/content/mark-2d-adventure-game-sprite
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with some additions (talk animations) by Julian Murgia
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- Worker spritesheet based on Mark spritesheet by Marco Giorgini - marcogiorgini.com
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Licence: CC0 Licence
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edited by Julian Murgia
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Items
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-----
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- Generic items by Kenney
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Licence: CC0 Licence
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https://www.kenney.nl/assets/generic-items
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Music
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=====
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- “Game Menu Looping” (Licence CC-BY 4.0)
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- “Mystical Ocean Puzzle Game” (Licence CC-BY 4.0)
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by Eric Matyas
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www.soundimage.org
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Sound
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=====
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- Concrete footstep
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Licence: CC0 Licence
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https://www.kenney.nl/
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60
README.md
60
README.md
@@ -1,10 +1,8 @@
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# Escoria Rewrite
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Libre framework for the creation of point-and-click adventure games with
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the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
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Libre framework for the creation of point-and-click adventure games with the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
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It is designed so that you can claim it for yourself and modify it to match
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the needs of your specific game and team.
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It is designed so that you can claim it for yourself and modify it to match the needs of your specific game and team.
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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.
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@@ -14,8 +12,9 @@ If you're encountering issues or incompatibilities, please raise an issue on [Es
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This framework was initially developed for the adventure game
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[The Interactive Adventures of Dog Mendonça and Pizzaboy®](http://store.steampowered.com/app/330420)
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and later streamlined for broader usages and open sourced as promised
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to the backers of the Dog Mendonça Kickstarter campaign.
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and later streamlined for broader usages and open sourced as promised to the backers of the Dog Mendonça Kickstarter campaign.
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Because of maintainability issues and to make the framework easier for new developers and bring it closer to Godot's standards, the framework was completely rewritten and optimized.
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## Authors
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@@ -31,10 +30,11 @@ In alphabetical order:
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## Documentation
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* Getting started
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* [Getting started](docs/getting_started.md)
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* [Architecture](docs/architecture.md)
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* [Configuration](docs/configuration.md)
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* [ESC language documentation](api/esc.md)
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* [API reference](docs/api)
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## Roadmap
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@@ -72,12 +72,51 @@ This framework (scripts, scenes) is distributed under the [MIT license](LICENCE)
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### Art credits
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#### Logo
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Escoria Logo created by Livio Fania (https://liviofania.com/)
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Licence: CC-BY
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#### Characters
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- Mark spritesheet by Marco Giorgini - marcogiorgini.com
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Licence : CC0 Licence
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https://opengameart.org/content/mark-2d-adventure-game-sprite
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with some additions (talk animations) by Julian Murgia
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- Worker spritesheet based on Mark spritesheet by Marco Giorgini - marcogiorgini.com
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Licence: CC0 Licence
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edited by Julian Murgia
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|
||||
#### Items
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||||
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* Generic items by Kenney
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Licence: CC0 Licence
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https://www.kenney.nl/assets/generic-items
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### Sound credits
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||||
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* Concrete footstep
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Licence: CC0 Licence
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https://www.kenney.nl/
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* “Game Menu Looping” (Licence CC-BY 4.0)
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* “Mystical Ocean Puzzle Game” (Licence CC-BY 4.0)
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||||
by Eric Matyas
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www.soundimage.org
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||||
|
||||
### Font
|
||||
|
||||
These fonts are provided as an example. Please mind checking the licence before redistributing with your game.
|
||||
|
||||
- Caslon Antique
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||||
https://www.1001fonts.com/caslon-antique-font.html#license
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||||
Licence: Free for personal use - Free for commercial use
|
||||
This is the font used in LucasArt's game Curse of Monkey Island.
|
||||
|
||||
- Onesize
|
||||
https://www.whatfontis.com/Onesize.font
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Licence: Free for personal use
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This is the font used in LucasArt's games The Secret of Monkey Island and Monkey Island 2: Lechuck's Revenge.
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## Development
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Requirements:
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@@ -85,6 +124,7 @@ Requirements:
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* git
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* Current Godot version
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* Current master of [GDScript docs maker](https://github.com/GDQuest/gdscript-docs-maker)
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* Python (>=3) if you changed the ESC commands
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During development, run the following to update the class list:
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@@ -95,3 +135,9 @@ rm -rf export &>/dev/null
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cp export/* <path to escoria>/docs/api
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```
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If you changed ESC commands, update the command reference by running
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```
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python3 extractesc.py
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```
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@@ -1,8 +1,10 @@
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# `camera_set_limits camlimits_id`
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#
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# Sets the camera limits to the one defined under `camlimits_id` in ESCRoom's
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# camera_limits array.
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# - camlimits_id : int : id of the camera limits to apply (defined in ESCRoom's
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# camera_limits array)
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#
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# @ESC
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extends ESCBaseCommand
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class_name CameraSetLimitsCommand
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@@ -1,6 +1,8 @@
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# `enable_terrain node_name`
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#
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# Enable the ESCTerrain's NavigationPolygonInstance defined by given node name.
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# Disables previously activated NavigationPolygonInstance.
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#
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# @ESC
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extends ESCBaseCommand
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class_name EnableTerrainCommand
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@@ -4,20 +4,27 @@ class_name ESCCondition
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# Valid comparison types
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enum {COMPARISON_NONE, COMPARISON_EQ, COMPARISON_GT, COMPARISON_LT}
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enum {
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COMPARISON_NONE,
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COMPARISON_EQ,
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COMPARISON_GT,
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COMPARISON_LT,
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COMPARISON_ACTIVITY
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}
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# Regex that matches condition lines
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const REGEX = \
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'^(?<is_negated>!)?(?<comparison>eq|gt|lt)? ?' +\
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'(?<is_inventory>i\/)?(?<flag>[^ ]+)( (?<comparison_value>.+))?$'
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'^(?<is_negated>!)?(?<comparison>eq|gt|lt)? ?(?<is_inventory>i\/)?' + \
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'(?<is_activity>a\/)?(?<flag>[^ ]+)( (?<comparison_value>.+))?$'
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const COMPARISON_DESCRIPTION = [
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"Checking if %s %s %s true%s",
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"Checking if %s %s %s equals %s",
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"Checking if %s %s %s greater than %s",
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"Checking if %s %s %s less than %s"
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"Checking if %s %s %s less than %s",
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"Checking if %s is %s active%s"
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]
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@@ -73,6 +80,8 @@ func _init(comparison_string: String):
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)
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if "is_inventory" in result.names:
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self.inventory = true
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if "is_activity" in result.names:
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self.comparison = COMPARISON_ACTIVITY
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if "flag" in result.names:
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self.flag = escoria.utils.get_re_group(result, "flag")
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else:
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@@ -93,7 +102,8 @@ func run() -> bool:
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"inventory item" if self.inventory else "global value",
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self.flag,
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"is not" if self.negated else "is",
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"" if self.comparison == COMPARISON_NONE else self.comparison_value
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"" if self.comparison in [COMPARISON_NONE, COMPARISON_ACTIVITY] \
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else self.comparison_value
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]
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)
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@@ -119,6 +129,10 @@ func run() -> bool:
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escoria.globals_manager.get_global(global_name) < \
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self.comparison_value:
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return_value = true
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elif self.comparison == COMPARISON_ACTIVITY and \
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escoria.object_manager.has_object(global_name) and \
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escoria.object_manager.get_object(global_name).active:
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return_value = true
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if self.negated:
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return_value = not return_value
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@@ -15,6 +15,7 @@ const END_REGEX = \
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# Dialog type
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# FIXME, currently unused, but needs reimplementation
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var type: String = ""
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# Avatar used in the dialog
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47
docs/api/AcceptInputCommand.md
Normal file
47
docs/api/AcceptInputCommand.md
Normal file
@@ -0,0 +1,47 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# AcceptInputCommand
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|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
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## Description
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`accept_input [ALL|NONE|SKIP]`
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What type of input does the game accept. ALL is the default, SKIP allows
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skipping of dialog but nothing else, NONE denies all input. Including opening
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the menu etc. SKIP and NONE also disable autosaves.
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*Note* that SKIP gets reset to ALL when the event is done, but NONE persists.
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This allows you to create cut scenes with SKIP where the dialog can be
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skipped, but also initiate locked#### down cutscenes with accept_input
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NONE in :setup and accept_input ALL later in :ready.
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@STUB
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@ESC
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|
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## Method Descriptions
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||||
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||||
### configure
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||||
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||||
```gdscript
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func configure() -> ESCCommandArgumentDescriptor
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||||
```
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Return the descriptor of the arguments of this command
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||||
|
||||
### validate
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||||
|
||||
```gdscript
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func validate(arguments: Array)
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||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
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func run(command_params: Array) -> int
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```
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Run the command
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||||
43
docs/api/AnimCommand.md
Normal file
43
docs/api/AnimCommand.md
Normal file
@@ -0,0 +1,43 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# AnimCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`anim object name [reverse]`
|
||||
|
||||
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
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
42
docs/api/CameraPushCommand.md
Normal file
42
docs/api/CameraPushCommand.md
Normal file
@@ -0,0 +1,42 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CameraPushCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
42
docs/api/CameraSetLimitsCommand.md
Normal file
42
docs/api/CameraSetLimitsCommand.md
Normal file
@@ -0,0 +1,42 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CameraSetLimitsCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`camera_set_limits camlimits_id`
|
||||
|
||||
Sets the camera limits to the one defined under `camlimits_id` in ESCRoom's
|
||||
camera_limits array.
|
||||
- camlimits_id : int : id of the camera limits to apply (defined in ESCRoom's
|
||||
camera_limits array)
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
33
docs/api/CameraSetPosCommand.md
Normal file
33
docs/api/CameraSetPosCommand.md
Normal file
@@ -0,0 +1,33 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CameraSetPosCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
41
docs/api/CameraSetTargetCommand.md
Normal file
41
docs/api/CameraSetTargetCommand.md
Normal file
@@ -0,0 +1,41 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CameraSetTargetCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`camera_set_target speed object`
|
||||
|
||||
Configures the camera to set the target to the given `object`using `speed`
|
||||
as speed limit.
|
||||
This is the default behavior (default follow object is "player").
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
34
docs/api/CameraSetZoomCommand.md
Normal file
34
docs/api/CameraSetZoomCommand.md
Normal file
@@ -0,0 +1,34 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CameraSetZoomCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`camera_set_zoom magnitude [time]`
|
||||
|
||||
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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
41
docs/api/CameraSetZoomHeightCommand.md
Normal file
41
docs/api/CameraSetZoomHeightCommand.md
Normal file
@@ -0,0 +1,41 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CameraSetZoomHeightCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`camera_set_zoom_height pixels [time]
|
||||
|
||||
Zooms the camera in/out to the desired `pixels` height.
|
||||
An optional `time` in seconds controls how long it takes for the camera
|
||||
to zoom into position.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
33
docs/api/CameraShiftCommand.md
Normal file
33
docs/api/CameraShiftCommand.md
Normal file
@@ -0,0 +1,33 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CameraShiftCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
51
docs/api/ChangeSceneCommand.md
Normal file
51
docs/api/ChangeSceneCommand.md
Normal file
@@ -0,0 +1,51 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ChangeSceneCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### readied\_scenes
|
||||
|
||||
```gdscript
|
||||
var readied_scenes: Array
|
||||
```
|
||||
|
||||
An array of scenes that have already been loaded
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array) -> bool
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> var
|
||||
```
|
||||
|
||||
Run the command
|
||||
40
docs/api/CustomCommand.md
Normal file
40
docs/api/CustomCommand.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CustomCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`custom object node func_name [params]`
|
||||
|
||||
Calls the function `func_name` of the node `node` of object `object` with
|
||||
the optional `params`. This is a blocking function
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
43
docs/api/CutSceneCommand.md
Normal file
43
docs/api/CutSceneCommand.md
Normal file
@@ -0,0 +1,43 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# CutSceneCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`cut_scene object name [reverse]`
|
||||
|
||||
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
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> var
|
||||
```
|
||||
|
||||
Run the command
|
||||
31
docs/api/DebugCommand.md
Normal file
31
docs/api/DebugCommand.md
Normal file
@@ -0,0 +1,31 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# DebugCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`debug string [string2 ...]`
|
||||
|
||||
Takes 1 or more strings, prints them to the console.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
40
docs/api/DecGlobalCommand.md
Normal file
40
docs/api/DecGlobalCommand.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# DecGlobalCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`dec_global name value`
|
||||
|
||||
Subtracts the value from global with given "name". Value and global must
|
||||
both be integers.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
65
docs/api/ESCActionManager.md
Normal file
65
docs/api/ESCActionManager.md
Normal file
@@ -0,0 +1,65 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCActionManager
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
Manages currently carried out actions
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### current\_action
|
||||
|
||||
```gdscript
|
||||
var current_action: String = ""
|
||||
```
|
||||
|
||||
- **Setter**: `set_current_action`
|
||||
|
||||
Current verb used
|
||||
|
||||
### current\_tool
|
||||
|
||||
```gdscript
|
||||
var current_tool: ESCObject
|
||||
```
|
||||
|
||||
Current tool (ESCItem/ESCInventoryItem) used
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_current\_action
|
||||
|
||||
```gdscript
|
||||
func set_current_action(action: String)
|
||||
```
|
||||
|
||||
Set the current action
|
||||
|
||||
### clear\_current\_action
|
||||
|
||||
```gdscript
|
||||
func clear_current_action()
|
||||
```
|
||||
|
||||
Clear the current action
|
||||
|
||||
### clear\_current\_tool
|
||||
|
||||
```gdscript
|
||||
func clear_current_tool()
|
||||
```
|
||||
|
||||
Clear the current tool
|
||||
|
||||
### activate
|
||||
|
||||
```gdscript
|
||||
func activate(action: String, target: ESCObject, combine_with: ESCObject = null) -> var
|
||||
```
|
||||
|
||||
## Signals
|
||||
|
||||
- signal action_changed(): The current action was changed
|
||||
72
docs/api/ESCBackground.md
Normal file
72
docs/api/ESCBackground.md
Normal file
@@ -0,0 +1,72 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCBackground
|
||||
|
||||
**Extends:** [TextureRect](../TextureRect)
|
||||
|
||||
## Description
|
||||
|
||||
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.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### esc\_script
|
||||
|
||||
```gdscript
|
||||
export var esc_script = ""
|
||||
```
|
||||
|
||||
The ESC script connected to this background
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### manage\_input
|
||||
|
||||
```gdscript
|
||||
func manage_input(_viewport, event, _shape_idx) -> void
|
||||
```
|
||||
|
||||
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)
|
||||
|
||||
### get\_full\_area\_rect2
|
||||
|
||||
```gdscript
|
||||
func get_full_area_rect2() -> Rect2
|
||||
```
|
||||
|
||||
Calculate the actual area taken by this background depending on its
|
||||
Texture or set size
|
||||
**Returns** The correct area size
|
||||
|
||||
## Signals
|
||||
|
||||
- signal double_left_click_on_bg(position): The background was double clicked
|
||||
|
||||
#### Parameters
|
||||
|
||||
- position: The position where the player clicked
|
||||
- signal left_click_on_bg(position): The background was left clicked
|
||||
|
||||
#### Parameters
|
||||
|
||||
- position: The position where the player clicked
|
||||
- signal right_click_on_bg(position): The background was right clicked
|
||||
|
||||
#### Parameters
|
||||
|
||||
- position: The position where the player clicked
|
||||
51
docs/api/ESCBackgroundMusic.md
Normal file
51
docs/api/ESCBackgroundMusic.md
Normal file
@@ -0,0 +1,51 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCBackgroundMusic
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Background music player
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id: String = "bg_music"
|
||||
```
|
||||
|
||||
Global id of the background music player
|
||||
|
||||
### state
|
||||
|
||||
```gdscript
|
||||
var state: String = "default"
|
||||
```
|
||||
|
||||
The state of the music player. "default" or "off" disable music
|
||||
Any other state refers to a music stream that should be played
|
||||
|
||||
### stream
|
||||
|
||||
```gdscript
|
||||
var stream: AudioStreamPlayer
|
||||
```
|
||||
|
||||
Reference to the audio player
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_state
|
||||
|
||||
```gdscript
|
||||
func set_state(p_state: String, p_force: bool = false) -> void
|
||||
```
|
||||
|
||||
Set the state of this player
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_state: New state to use
|
||||
- p_force: Override the existing state even if the stream is still playing
|
||||
51
docs/api/ESCBackgroundSound.md
Normal file
51
docs/api/ESCBackgroundSound.md
Normal file
@@ -0,0 +1,51 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCBackgroundSound
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Background sound player
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id: String = "bg_sound"
|
||||
```
|
||||
|
||||
Global id of the background sound player
|
||||
|
||||
### state
|
||||
|
||||
```gdscript
|
||||
var state: String = "default"
|
||||
```
|
||||
|
||||
The state of the sound player. "default" or "off" disable sound
|
||||
Any other state refers to a sound stream that should be played
|
||||
|
||||
### stream
|
||||
|
||||
```gdscript
|
||||
var stream: AudioStreamPlayer
|
||||
```
|
||||
|
||||
Reference to the audio player
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_state
|
||||
|
||||
```gdscript
|
||||
func set_state(p_state: String, p_force: bool = false)
|
||||
```
|
||||
|
||||
Set the state of this player
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_state: New state to use
|
||||
- p_force: Override the existing state even if the stream is still playing
|
||||
36
docs/api/ESCBaseCommand.md
Normal file
36
docs/api/ESCBaseCommand.md
Normal file
@@ -0,0 +1,36 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCBaseCommand
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
A base class for every ESC command.
|
||||
Extending classes have to override the configure and run function
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array) -> bool
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
108
docs/api/ESCCamera.md
Normal file
108
docs/api/ESCCamera.md
Normal file
@@ -0,0 +1,108 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCamera
|
||||
|
||||
**Extends:** [Camera2D](../Camera2D)
|
||||
|
||||
## Description
|
||||
|
||||
Camera handling
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### tween
|
||||
|
||||
```gdscript
|
||||
var tween
|
||||
```
|
||||
|
||||
Reference to the tween node for animating camera movements
|
||||
|
||||
### target
|
||||
|
||||
```gdscript
|
||||
var target: Vector2 = "(0, 0)"
|
||||
```
|
||||
|
||||
Target position of the camera
|
||||
|
||||
### follow\_target
|
||||
|
||||
```gdscript
|
||||
var follow_target: Node
|
||||
```
|
||||
|
||||
The object to follow
|
||||
|
||||
### zoom\_target
|
||||
|
||||
```gdscript
|
||||
var zoom_target: Vector2
|
||||
```
|
||||
|
||||
Target zoom of the camera
|
||||
|
||||
### zoom\_time
|
||||
|
||||
```gdscript
|
||||
var zoom_time
|
||||
```
|
||||
|
||||
### zoom\_transform
|
||||
|
||||
```gdscript
|
||||
var zoom_transform
|
||||
```
|
||||
|
||||
This is needed to adjust dialog positions and such, see dialog_instance.gd
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_limits
|
||||
|
||||
```gdscript
|
||||
func set_limits(limits: ESCCameraLimits)
|
||||
```
|
||||
|
||||
Sets camera limits so it doesn't go out of the scene
|
||||
|
||||
#### Parameters
|
||||
|
||||
- limits: The limits to set
|
||||
|
||||
### set\_drag\_margin\_enabled
|
||||
|
||||
```gdscript
|
||||
func set_drag_margin_enabled(p_dm_h_enabled, p_dm_v_enabled)
|
||||
```
|
||||
|
||||
### set\_target
|
||||
|
||||
```gdscript
|
||||
func set_target(p_target, p_speed: float = 0)
|
||||
```
|
||||
|
||||
### set\_camera\_zoom
|
||||
|
||||
```gdscript
|
||||
func set_camera_zoom(p_zoom_level, p_time)
|
||||
```
|
||||
|
||||
### push
|
||||
|
||||
```gdscript
|
||||
func push(p_target, p_time, p_type)
|
||||
```
|
||||
|
||||
### shift
|
||||
|
||||
```gdscript
|
||||
func shift(p_x, p_y, p_time, p_type)
|
||||
```
|
||||
|
||||
### target\_reached
|
||||
|
||||
```gdscript
|
||||
func target_reached()
|
||||
```
|
||||
|
||||
52
docs/api/ESCCameraLimits.md
Normal file
52
docs/api/ESCCameraLimits.md
Normal file
@@ -0,0 +1,52 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCameraLimits
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
Describes a bounding box that limits the camera movement in the scene
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### limit\_left
|
||||
|
||||
```gdscript
|
||||
var limit_left: int = -10000
|
||||
```
|
||||
|
||||
The left side of the bounding box
|
||||
|
||||
### limit\_right
|
||||
|
||||
```gdscript
|
||||
var limit_right: int = 10000
|
||||
```
|
||||
|
||||
The right side of the bounding box
|
||||
|
||||
### limit\_top
|
||||
|
||||
```gdscript
|
||||
var limit_top: int = -10000
|
||||
```
|
||||
|
||||
The top side of the bounding box
|
||||
|
||||
### limit\_bottom
|
||||
|
||||
```gdscript
|
||||
var limit_bottom: int = 10000
|
||||
```
|
||||
|
||||
The bottom side of the bounding box
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(left: int, right: int, top: int, bottom: int)
|
||||
```
|
||||
|
||||
72
docs/api/ESCCommand.md
Normal file
72
docs/api/ESCCommand.md
Normal file
@@ -0,0 +1,72 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCommand
|
||||
|
||||
**Extends:** [ESCStatement](../ESCStatement) < [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
An ESC command
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^(\\s*)(?<name>[^\\s]+)(\\s(?<parameters>([^\\[]|$)+))?(\\[(?<conditions>[^\\]]+)\\])?"
|
||||
```
|
||||
|
||||
Regex matching command lines
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### name
|
||||
|
||||
```gdscript
|
||||
var name: String
|
||||
```
|
||||
|
||||
The name of this command
|
||||
|
||||
### parameters
|
||||
|
||||
```gdscript
|
||||
var parameters: Array
|
||||
```
|
||||
|
||||
Parameters of this command
|
||||
|
||||
### conditions
|
||||
|
||||
```gdscript
|
||||
var conditions: Array
|
||||
```
|
||||
|
||||
A list of ESCConditions to run this command.
|
||||
Conditions are combined using logical AND
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(command_string)
|
||||
```
|
||||
|
||||
Create a command from a command string
|
||||
|
||||
### is\_valid
|
||||
|
||||
```gdscript
|
||||
func is_valid() -> bool
|
||||
```
|
||||
|
||||
Check, if conditions match
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run() -> var
|
||||
```
|
||||
|
||||
Run this command
|
||||
63
docs/api/ESCCommandArgumentDescriptor.md
Normal file
63
docs/api/ESCCommandArgumentDescriptor.md
Normal file
@@ -0,0 +1,63 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCommandArgumentDescriptor
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
The descriptor of the arguments of an ESC command
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### min\_args
|
||||
|
||||
```gdscript
|
||||
var min_args: int = 0
|
||||
```
|
||||
|
||||
Number of arguments the command expects
|
||||
|
||||
### types
|
||||
|
||||
```gdscript
|
||||
var types: Array
|
||||
```
|
||||
|
||||
The types the arguments as TYPE_ constants. If the command is called with
|
||||
more arguments than there are entries in the types array, the additional
|
||||
arguments will be checked against the last entry of the types array.
|
||||
|
||||
### defaults
|
||||
|
||||
```gdscript
|
||||
var defaults: Array
|
||||
```
|
||||
|
||||
The default values for the arguments
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_min_args: int = 0, p_types: Array, p_defaults: Array)
|
||||
```
|
||||
|
||||
Initialize the descriptor
|
||||
|
||||
### prepare\_arguments
|
||||
|
||||
```gdscript
|
||||
func prepare_arguments(arguments: Array) -> Array
|
||||
```
|
||||
|
||||
Combine the default argument values with the given arguments
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(command: String, arguments: Array) -> bool
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
47
docs/api/ESCCommandRegistry.md
Normal file
47
docs/api/ESCCommandRegistry.md
Normal file
@@ -0,0 +1,47 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCommandRegistry
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A registry of ESC command objects
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### registry
|
||||
|
||||
```gdscript
|
||||
var registry: Dictionary
|
||||
```
|
||||
|
||||
The registry of registered commands
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### load\_command
|
||||
|
||||
```gdscript
|
||||
func load_command(command_name: String) -> ESCBaseCommand
|
||||
```
|
||||
|
||||
Load a command by its name
|
||||
|
||||
#### Parameters
|
||||
|
||||
- command_name: Name of command to load
|
||||
**Returns** The command object
|
||||
|
||||
### get\_command
|
||||
|
||||
```gdscript
|
||||
func get_command(command_name: String) -> ESCBaseCommand
|
||||
```
|
||||
|
||||
Retrieve a command from the command registry
|
||||
|
||||
#### Parameters
|
||||
|
||||
- command_name: The name of the command
|
||||
**Returns** The command object
|
||||
54
docs/api/ESCCompiler.md
Normal file
54
docs/api/ESCCompiler.md
Normal file
@@ -0,0 +1,54 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCompiler
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
Compiler of the ESC language
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### COMMENT\_REGEX
|
||||
|
||||
```gdscript
|
||||
const COMMENT_REGEX: String = "^\\s*#.*$"
|
||||
```
|
||||
|
||||
A RegEx for comment lines
|
||||
.*$'
|
||||
|
||||
### EMPTY\_REGEX
|
||||
|
||||
```gdscript
|
||||
const EMPTY_REGEX: String = "^\\s*$"
|
||||
```
|
||||
|
||||
A RegEx for empty lines
|
||||
|
||||
### INDENT\_REGEX
|
||||
|
||||
```gdscript
|
||||
const INDENT_REGEX: String = "^(?<indent>\\s*)"
|
||||
```
|
||||
|
||||
A RegEx for finding out the indent of a line
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### load\_esc\_file
|
||||
|
||||
```gdscript
|
||||
func load_esc_file(path: String) -> ESCScript
|
||||
```
|
||||
|
||||
Load an ESC file from a file resource
|
||||
|
||||
### compile
|
||||
|
||||
```gdscript
|
||||
func compile(lines: Array) -> ESCScript
|
||||
```
|
||||
|
||||
Compiles an array of ESC script strings to an ESCScript
|
||||
115
docs/api/ESCCondition.md
Normal file
115
docs/api/ESCCondition.md
Normal file
@@ -0,0 +1,115 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCondition
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A condition to run a command
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### COMPARISON\_ACTIVITY
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_ACTIVITY: int = 4
|
||||
```
|
||||
|
||||
### COMPARISON\_DESCRIPTION
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_DESCRIPTION: Array = ["Checking if %s %s %s true%s","Checking if %s %s %s equals %s","Checking if %s %s %s greater than %s","Checking if %s %s %s less than %s","Checking if %s is %s active%s"]
|
||||
```
|
||||
|
||||
### COMPARISON\_EQ
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_EQ: int = 1
|
||||
```
|
||||
|
||||
### COMPARISON\_GT
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_GT: int = 2
|
||||
```
|
||||
|
||||
### COMPARISON\_LT
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_LT: int = 3
|
||||
```
|
||||
|
||||
### COMPARISON\_NONE
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_NONE: int = 0
|
||||
```
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^(?<is_negated>!)?(?<comparison>eq|gt|lt)? ?(?<is_inventory>i/)?(?<is_activity>a/)?(?<flag>[^ ]+)( (?<comparison_value>.+))?$"
|
||||
```
|
||||
|
||||
Regex that matches condition lines
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### flag
|
||||
|
||||
```gdscript
|
||||
var flag: String
|
||||
```
|
||||
|
||||
Name of the flag compared
|
||||
|
||||
### negated
|
||||
|
||||
```gdscript
|
||||
var negated: bool = false
|
||||
```
|
||||
|
||||
Wether this condition is negated
|
||||
|
||||
### inventory
|
||||
|
||||
```gdscript
|
||||
var inventory: bool = false
|
||||
```
|
||||
|
||||
Wether this condition is regarding an inventory item ("i/...")
|
||||
|
||||
### comparison
|
||||
|
||||
```gdscript
|
||||
var comparison: int
|
||||
```
|
||||
|
||||
An optional comparison type. Use the COMPARISON-Enum
|
||||
|
||||
### comparison\_value
|
||||
|
||||
```gdscript
|
||||
var comparison_value
|
||||
```
|
||||
|
||||
The value used together with the comparison type
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(comparison_string: String)
|
||||
```
|
||||
|
||||
Create a new condition from an ESC condition string
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run() -> bool
|
||||
```
|
||||
|
||||
Run this comparison against the globals
|
||||
96
docs/api/ESCDialog.md
Normal file
96
docs/api/ESCDialog.md
Normal file
@@ -0,0 +1,96 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCDialog
|
||||
|
||||
**Extends:** [ESCStatement](../ESCStatement) < [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
An ESC dialog
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### END\_REGEX
|
||||
|
||||
```gdscript
|
||||
const END_REGEX: String = "^(?<indent>\\s*)!.*$"
|
||||
```
|
||||
|
||||
A Regex that matches the end of a dialog
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^(\\s*)\\?( (?<type>[^ ]+))?( (?<avatar>[^ ]+))?( (?<timeout>[^ ]+))?( (?<timeout_option>.+))?$"
|
||||
```
|
||||
|
||||
Regex that matches dialog lines
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### type
|
||||
|
||||
```gdscript
|
||||
var type: String = ""
|
||||
```
|
||||
|
||||
Dialog type
|
||||
FIXME, currently unused, but needs reimplementation
|
||||
|
||||
### avatar
|
||||
|
||||
```gdscript
|
||||
var avatar: String = ""
|
||||
```
|
||||
|
||||
Avatar used in the dialog
|
||||
|
||||
### timeout
|
||||
|
||||
```gdscript
|
||||
var timeout: int = 0
|
||||
```
|
||||
|
||||
Timeout until the timeout_option option is selected. Use 0 for no timeout
|
||||
|
||||
### timeout\_option
|
||||
|
||||
```gdscript
|
||||
var timeout_option: int = 0
|
||||
```
|
||||
|
||||
The dialog option to select when timeout is reached
|
||||
|
||||
### options
|
||||
|
||||
```gdscript
|
||||
var options: Array
|
||||
```
|
||||
|
||||
A list of ESCDialogOptions
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(dialog_string: String)
|
||||
```
|
||||
|
||||
Construct a dialog from a dialog string
|
||||
|
||||
### is\_valid
|
||||
|
||||
```gdscript
|
||||
func is_valid() -> bool
|
||||
```
|
||||
|
||||
Dialogs have no conditions, just return true
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run()
|
||||
```
|
||||
|
||||
Run this dialog
|
||||
55
docs/api/ESCDialogOption.md
Normal file
55
docs/api/ESCDialogOption.md
Normal file
@@ -0,0 +1,55 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCDialogOption
|
||||
|
||||
**Extends:** [ESCStatement](../ESCStatement) < [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
An option of an ESC dialog
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^[^-]*- \"(?<option>[^\"]+)\"( \\[(?<conditions>[^\\]]+)\\])?$"
|
||||
```
|
||||
|
||||
Regex that matches dialog option lines
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### option
|
||||
|
||||
```gdscript
|
||||
var option: String
|
||||
```
|
||||
|
||||
Option displayed in the HUD
|
||||
|
||||
### conditions
|
||||
|
||||
```gdscript
|
||||
var conditions: Array
|
||||
```
|
||||
|
||||
Conditions to show this dialog
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(option_string: String)
|
||||
```
|
||||
|
||||
Create a dialog option from a string
|
||||
|
||||
### is\_valid
|
||||
|
||||
```gdscript
|
||||
func is_valid() -> bool
|
||||
```
|
||||
|
||||
Check, if conditions match
|
||||
80
docs/api/ESCDialogsPlayer.md
Normal file
80
docs/api/ESCDialogsPlayer.md
Normal file
@@ -0,0 +1,80 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCDialogsPlayer
|
||||
|
||||
**Extends:** [ResourcePreloader](../ResourcePreloader)
|
||||
|
||||
## Description
|
||||
|
||||
Escoria dialog player
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### is\_speaking
|
||||
|
||||
```gdscript
|
||||
var is_speaking
|
||||
```
|
||||
|
||||
Wether the player is currently speaking
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### preload\_resources
|
||||
|
||||
```gdscript
|
||||
func preload_resources(path: String) -> void
|
||||
```
|
||||
|
||||
Preload the dialog UI resources
|
||||
|
||||
#### Parameters
|
||||
|
||||
- path: Path where the actual dialog UI resources are located
|
||||
|
||||
### say
|
||||
|
||||
```gdscript
|
||||
func say(character: String, params: Dictionary) -> var
|
||||
```
|
||||
|
||||
A short one line dialog
|
||||
|
||||
#### Parameters
|
||||
|
||||
- character: Character that is talking
|
||||
- params: A dictionary of parameters. Currently only "line" is supported and
|
||||
holds the line the character should say
|
||||
|
||||
### finish\_fast
|
||||
|
||||
```gdscript
|
||||
func finish_fast() -> void
|
||||
```
|
||||
|
||||
Called when a dialog line is skipped
|
||||
|
||||
### start\_dialog\_choices
|
||||
|
||||
```gdscript
|
||||
func start_dialog_choices(dialog: ESCDialog)
|
||||
```
|
||||
|
||||
Display a list of choices
|
||||
|
||||
### play\_dialog\_option\_chosen
|
||||
|
||||
```gdscript
|
||||
func play_dialog_option_chosen(option: ESCDialogOption)
|
||||
```
|
||||
|
||||
Called when an option was chosen
|
||||
|
||||
## Signals
|
||||
|
||||
- signal option_chosen(option): Emitted when an answer as chosem
|
||||
|
||||
##### Parameters
|
||||
|
||||
- option: The dialog option that was chosen
|
||||
- signal dialog_line_finished(): Emitted when a dialog line was finished
|
||||
98
docs/api/ESCEvent.md
Normal file
98
docs/api/ESCEvent.md
Normal file
@@ -0,0 +1,98 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCEvent
|
||||
|
||||
**Extends:** [ESCStatement](../ESCStatement) < [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
An event in the ESC language
|
||||
|
||||
Events are triggered from various sources. Common events include
|
||||
|
||||
* :setup Called every time when visiting a scene
|
||||
* :ready Called the first time a scene is visited
|
||||
* :use <global id> Called from the current item when it is used with the item
|
||||
with the global id <global id>
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### FLAG\_CUT\_BLACK
|
||||
|
||||
```gdscript
|
||||
const FLAG_CUT_BLACK: int = 16
|
||||
```
|
||||
|
||||
### FLAG\_LEAVE\_BLACK
|
||||
|
||||
```gdscript
|
||||
const FLAG_LEAVE_BLACK: int = 32
|
||||
```
|
||||
|
||||
### FLAG\_NO\_HUD
|
||||
|
||||
```gdscript
|
||||
const FLAG_NO_HUD: int = 4
|
||||
```
|
||||
|
||||
### FLAG\_NO\_SAVE
|
||||
|
||||
```gdscript
|
||||
const FLAG_NO_SAVE: int = 8
|
||||
```
|
||||
|
||||
### FLAG\_NO\_TT
|
||||
|
||||
```gdscript
|
||||
const FLAG_NO_TT: int = 2
|
||||
```
|
||||
|
||||
### FLAG\_TK
|
||||
|
||||
```gdscript
|
||||
const FLAG_TK: int = 1
|
||||
```
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^:(?<name>[^|]+)( \\|(?<flags>( (TK|NO_TT|NO_HUD|NO_SAVE|CUT_BLACK|LEAVE_BLACK))+))?$"
|
||||
```
|
||||
|
||||
Regex identifying an ESC event
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### name
|
||||
|
||||
```gdscript
|
||||
var name: String
|
||||
```
|
||||
|
||||
Name of event
|
||||
|
||||
### flags
|
||||
|
||||
```gdscript
|
||||
var flags: int = 0
|
||||
```
|
||||
|
||||
Flags set to this event
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(event_string: String)
|
||||
```
|
||||
|
||||
Create a new event from an event line
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run() -> int
|
||||
```
|
||||
|
||||
Execute this statement and return its return code
|
||||
49
docs/api/ESCEventManager.md
Normal file
49
docs/api/ESCEventManager.md
Normal file
@@ -0,0 +1,49 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCEventManager
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
A manager for running events
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### events\_queue
|
||||
|
||||
```gdscript
|
||||
var events_queue: Array
|
||||
```
|
||||
|
||||
A queue of events to run
|
||||
|
||||
### scheduled\_events
|
||||
|
||||
```gdscript
|
||||
var scheduled_events: Array
|
||||
```
|
||||
|
||||
A list of currently scheduled events
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### queue\_event
|
||||
|
||||
```gdscript
|
||||
func queue_event(event: ESCEvent) -> void
|
||||
```
|
||||
|
||||
Queue a new event to run
|
||||
|
||||
### schedule\_event
|
||||
|
||||
```gdscript
|
||||
func schedule_event(event: ESCEvent, timeout: float) -> void
|
||||
```
|
||||
|
||||
Schedule an event to run after a timeout
|
||||
|
||||
## Signals
|
||||
|
||||
- signal event_finished(event_name, return_code): Emitted when the event did finish running
|
||||
59
docs/api/ESCExecution.md
Normal file
59
docs/api/ESCExecution.md
Normal file
@@ -0,0 +1,59 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCExecution
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
Basic features and informations about ESC executions
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### RC\_CANCEL
|
||||
|
||||
```gdscript
|
||||
const RC_OK: int = 0
|
||||
```
|
||||
|
||||
Return codes handled by events
|
||||
* RC_OK: Event run okay
|
||||
* RC_CANCEL: Cancel all scheduled and queued events
|
||||
* RC_ERROR: Error running a command
|
||||
* RC_REPEAT: Repeat the current scope from the beginning
|
||||
|
||||
### RC\_ERROR
|
||||
|
||||
```gdscript
|
||||
const RC_OK: int = 0
|
||||
```
|
||||
|
||||
Return codes handled by events
|
||||
* RC_OK: Event run okay
|
||||
* RC_CANCEL: Cancel all scheduled and queued events
|
||||
* RC_ERROR: Error running a command
|
||||
* RC_REPEAT: Repeat the current scope from the beginning
|
||||
|
||||
### RC\_OK
|
||||
|
||||
```gdscript
|
||||
const RC_OK: int = 0
|
||||
```
|
||||
|
||||
Return codes handled by events
|
||||
* RC_OK: Event run okay
|
||||
* RC_CANCEL: Cancel all scheduled and queued events
|
||||
* RC_ERROR: Error running a command
|
||||
* RC_REPEAT: Repeat the current scope from the beginning
|
||||
|
||||
### RC\_REPEAT
|
||||
|
||||
```gdscript
|
||||
const RC_OK: int = 0
|
||||
```
|
||||
|
||||
Return codes handled by events
|
||||
* RC_OK: Event run okay
|
||||
* RC_CANCEL: Cancel all scheduled and queued events
|
||||
* RC_ERROR: Error running a command
|
||||
* RC_REPEAT: Repeat the current scope from the beginning
|
||||
247
docs/api/ESCGame.md
Normal file
247
docs/api/ESCGame.md
Normal file
@@ -0,0 +1,247 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCGame
|
||||
|
||||
**Extends:** [Node2D](../Node2D)
|
||||
|
||||
## Description
|
||||
|
||||
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
|
||||
|
||||
## Enumerations
|
||||
|
||||
### EDITOR\_GAME\_DEBUG\_DISPLAY
|
||||
|
||||
```gdscript
|
||||
const EDITOR_GAME_DEBUG_DISPLAY: Dictionary = {"MOUSE_TOOLTIP_LIMITS":1,"NONE":0}
|
||||
```
|
||||
|
||||
Editor debug modes
|
||||
NONE - No debugging
|
||||
MOUSE_TOOLTIP_LIMITS - Visualize the tooltip limits
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### mouse\_tooltip\_margin
|
||||
|
||||
```gdscript
|
||||
export var mouse_tooltip_margin = 50
|
||||
```
|
||||
|
||||
The safe margin around tooltips
|
||||
|
||||
### tooltip\_node
|
||||
|
||||
```gdscript
|
||||
var tooltip_node: Object
|
||||
```
|
||||
|
||||
A reference to the node handling tooltips
|
||||
|
||||
### editor\_debug\_mode
|
||||
|
||||
```gdscript
|
||||
export var editor_debug_mode = 0
|
||||
```
|
||||
|
||||
Which (if any) debug mode for the editor is used
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### left\_click\_on\_bg
|
||||
|
||||
```gdscript
|
||||
func left_click_on_bg(position: Vector2) -> void
|
||||
```
|
||||
|
||||
Called when the player left clicks on the background
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
#### Parameters
|
||||
|
||||
- position: Position clicked
|
||||
|
||||
### right\_click\_on\_bg
|
||||
|
||||
```gdscript
|
||||
func right_click_on_bg(position: Vector2) -> void
|
||||
```
|
||||
|
||||
Called when the player right clicks on the background
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
#### Parameters
|
||||
|
||||
- position: Position clicked
|
||||
|
||||
### left\_double\_click\_on\_bg
|
||||
|
||||
```gdscript
|
||||
func left_double_click_on_bg(position: Vector2) -> void
|
||||
```
|
||||
|
||||
Called when the player double clicks on the background
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
#### Parameters
|
||||
|
||||
- position: Position clicked
|
||||
|
||||
### element\_focused
|
||||
|
||||
```gdscript
|
||||
func element_focused(element_id: String) -> void
|
||||
```
|
||||
|
||||
Called when an element in the scene was focused
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
#### Parameters
|
||||
|
||||
- element_id: Global id of the element focused
|
||||
|
||||
### element\_unfocused
|
||||
|
||||
```gdscript
|
||||
func element_unfocused() -> void
|
||||
```
|
||||
|
||||
Called when no element is focused anymore
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
### left\_click\_on\_item
|
||||
|
||||
```gdscript
|
||||
func left_click_on_item(item_global_id: String, event: InputEvent) -> void
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### right\_click\_on\_item
|
||||
|
||||
```gdscript
|
||||
func right_click_on_item(item_global_id: String, event: InputEvent) -> void
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### left\_double\_click\_on\_item
|
||||
|
||||
```gdscript
|
||||
func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void
|
||||
```
|
||||
|
||||
### left\_click\_on\_inventory\_item
|
||||
|
||||
```gdscript
|
||||
func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void
|
||||
```
|
||||
|
||||
### right\_click\_on\_inventory\_item
|
||||
|
||||
```gdscript
|
||||
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void
|
||||
```
|
||||
|
||||
### left\_double\_click\_on\_inventory\_item
|
||||
|
||||
```gdscript
|
||||
func left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void
|
||||
```
|
||||
|
||||
### inventory\_item\_focused
|
||||
|
||||
```gdscript
|
||||
func inventory_item_focused(inventory_item_global_id: String) -> void
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### inventory\_item\_unfocused
|
||||
|
||||
```gdscript
|
||||
func inventory_item_unfocused() -> void
|
||||
```
|
||||
|
||||
Called when no inventory item is focused anymore
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
### open\_inventory
|
||||
|
||||
```gdscript
|
||||
func open_inventory()
|
||||
```
|
||||
|
||||
Called when the inventory was opened
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
### close\_inventory
|
||||
|
||||
```gdscript
|
||||
func close_inventory()
|
||||
```
|
||||
|
||||
Called when the inventory was closed
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
### mousewheel\_action
|
||||
|
||||
```gdscript
|
||||
func mousewheel_action(direction: int)
|
||||
```
|
||||
|
||||
Called when the mousewheel was used
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
#### Parameter
|
||||
|
||||
- direction: The direction in which the mouse wheel was rotated
|
||||
|
||||
### hide\_ui
|
||||
|
||||
```gdscript
|
||||
func hide_ui()
|
||||
```
|
||||
|
||||
Called when the UI should be hidden
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
### show\_ui
|
||||
|
||||
```gdscript
|
||||
func show_ui()
|
||||
```
|
||||
|
||||
Called when the UI should be shown
|
||||
(Needs to be overridden, if supported)
|
||||
|
||||
### update\_tooltip\_following\_mouse\_position
|
||||
|
||||
```gdscript
|
||||
func update_tooltip_following_mouse_position(p_position: Vector2)
|
||||
```
|
||||
|
||||
Function is called if Project setting escoria/ui/tooltip_follows_mouse = true
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_position: Position of the mouse
|
||||
97
docs/api/ESCGlobalsManager.md
Normal file
97
docs/api/ESCGlobalsManager.md
Normal file
@@ -0,0 +1,97 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCGlobalsManager
|
||||
|
||||
**Extends:** [Resource](../Resource)
|
||||
|
||||
## Description
|
||||
|
||||
A resource that manages the ESC global states
|
||||
The ESC global state is basically simply a dictionary of keys with
|
||||
values. Values can be bool, integer or strings
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### RESERVED\_GLOBALS
|
||||
|
||||
```gdscript
|
||||
const RESERVED_GLOBALS: Array = ["ESC_LAST_SCENE"]
|
||||
```
|
||||
|
||||
A list of reserved globals which can not be overridden
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### has
|
||||
|
||||
```gdscript
|
||||
func has(key: String) -> bool
|
||||
```
|
||||
|
||||
Check if a global was registered
|
||||
|
||||
#### Parameters
|
||||
|
||||
- key: The global key to check
|
||||
**Returns** Wether the global was registered
|
||||
|
||||
### get\_global
|
||||
|
||||
```gdscript
|
||||
func get_global(key: String)
|
||||
```
|
||||
|
||||
Get the current value of a global
|
||||
|
||||
#### Parameters
|
||||
|
||||
- key: The key of the global to return the value
|
||||
**Returns** The value of the global
|
||||
|
||||
### filter
|
||||
|
||||
```gdscript
|
||||
func filter(pattern: String) -> Dictionary
|
||||
```
|
||||
|
||||
Filter the globals and return all matching keys and their values as
|
||||
a dictionary
|
||||
Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match)
|
||||
for the pattern format
|
||||
|
||||
#### Parameters
|
||||
|
||||
- pattern: The pattern that the keys have to match
|
||||
**Returns** A dictionary of matching keys and their values
|
||||
|
||||
### set\_global
|
||||
|
||||
```gdscript
|
||||
func set_global(key: String, value, ignore_reserved: bool = false) -> void
|
||||
```
|
||||
|
||||
Set the value of a global
|
||||
|
||||
#### Parameters
|
||||
|
||||
- key: The key of the global to modify
|
||||
- value: The new value
|
||||
|
||||
### set\_global\_wildcard
|
||||
|
||||
```gdscript
|
||||
func set_global_wildcard(pattern: String, value) -> void
|
||||
```
|
||||
|
||||
Set all globals that match the pattern to the value
|
||||
Check out [the Godot docs](https://docs.godotengine.org/en/stable/classes/class_string.html#class-string-method-match)
|
||||
for the pattern format
|
||||
|
||||
#### Parameters
|
||||
|
||||
- pattern: The wildcard pattern to match
|
||||
- value: The new value
|
||||
|
||||
## Signals
|
||||
|
||||
- signal global_changed(global, old_value, new_value): Emitted when a global is changed
|
||||
40
docs/api/ESCGroup.md
Normal file
40
docs/api/ESCGroup.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCGroup
|
||||
|
||||
**Extends:** [ESCStatement](../ESCStatement) < [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A group of ESC commands
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^([^>]*)>\\s*(\\[(?<conditions>[^\\]]+)\\])?$"
|
||||
```
|
||||
|
||||
A RegEx identifying a group
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### conditions
|
||||
|
||||
```gdscript
|
||||
var conditions: Array
|
||||
```
|
||||
|
||||
A list of ESCConditions to run this group
|
||||
Conditions are combined using logical AND
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(group_string: String)
|
||||
```
|
||||
|
||||
Construct an ESC group of an ESC script line
|
||||
47
docs/api/ESCInventory.md
Normal file
47
docs/api/ESCInventory.md
Normal file
@@ -0,0 +1,47 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCInventory
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Manages the inventory on the GUI connected to the inventory_ui_container
|
||||
variable
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### inventory\_ui\_container
|
||||
|
||||
```gdscript
|
||||
export var inventory_ui_container = ""
|
||||
```
|
||||
|
||||
Define the actual container node to add items as children of.
|
||||
Should be a Container.
|
||||
|
||||
### items\_ids\_in\_inventory
|
||||
|
||||
```gdscript
|
||||
var items_ids_in_inventory: Dictionary
|
||||
```
|
||||
|
||||
A registry of inventory ESCInventoryItem nodes
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### add\_new\_item\_by\_id
|
||||
|
||||
```gdscript
|
||||
func add_new_item_by_id(item_id: String) -> void
|
||||
```
|
||||
|
||||
add item to Inventory UI using its id set in its scene
|
||||
|
||||
### remove\_item\_by\_id
|
||||
|
||||
```gdscript
|
||||
func remove_item_by_id(item_id: String) -> void
|
||||
```
|
||||
|
||||
remove item fromInventory UI using its id set in its scene
|
||||
44
docs/api/ESCInventoryItem.md
Normal file
44
docs/api/ESCInventoryItem.md
Normal file
@@ -0,0 +1,44 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCInventoryItem
|
||||
|
||||
**Extends:** [TextureButton](../TextureButton)
|
||||
|
||||
## Description
|
||||
|
||||
The inventory representation of an ESC item if pickable
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
var global_id
|
||||
```
|
||||
|
||||
Global ID of the ESCItem that uses this ESCInventoryItem
|
||||
Will be set by ESCItem automatically
|
||||
|
||||
## Signals
|
||||
|
||||
- signal mouse_left_inventory_item(item_id): Signal emitted when the item was left clicked
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item_id: Global ID of the clicked item
|
||||
- signal mouse_right_inventory_item(item_id): Signal emitted when the item was right clicked
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item_id: Global ID of the clicked item
|
||||
- signal mouse_double_left_inventory_item(item_id): Signal emitted when the item was double clicked
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item_id: Global ID of the clicked item
|
||||
- signal inventory_item_focused(item_id): Signal emitted when the item was focused
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item_id: Global ID of the clicked item
|
||||
- signal inventory_item_unfocused(): Signal emitted when the item is not focused anymore
|
||||
57
docs/api/ESCInventoryManager.md
Normal file
57
docs/api/ESCInventoryManager.md
Normal file
@@ -0,0 +1,57 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCInventoryManager
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A manager for inventory objects
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### inventory\_has
|
||||
|
||||
```gdscript
|
||||
func inventory_has(item: String) -> bool
|
||||
```
|
||||
|
||||
Check if the player has an inventory item
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item: Inventory item id
|
||||
**Returns** Wether the player has the inventory
|
||||
|
||||
### items\_in\_inventory
|
||||
|
||||
```gdscript
|
||||
func items_in_inventory() -> Array
|
||||
```
|
||||
|
||||
Get all inventory items
|
||||
**Returns** The items in the inventory
|
||||
|
||||
### remove\_item
|
||||
|
||||
```gdscript
|
||||
func remove_item(item: String)
|
||||
```
|
||||
|
||||
Remove an item from the inventory
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item: Inventory item id
|
||||
|
||||
### add\_item
|
||||
|
||||
```gdscript
|
||||
func add_item(item: String)
|
||||
```
|
||||
|
||||
Add an item to the inventory
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item: Inventory item id
|
||||
386
docs/api/ESCItem.md
Normal file
386
docs/api/ESCItem.md
Normal file
@@ -0,0 +1,386 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCItem
|
||||
|
||||
**Extends:** [Area2D](../Area2D)
|
||||
|
||||
## Description
|
||||
|
||||
ESCItem is a Sprite that defines an item, potentially interactive
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id = ""
|
||||
```
|
||||
|
||||
The global ID of this item
|
||||
|
||||
### esc\_script
|
||||
|
||||
```gdscript
|
||||
export var esc_script = ""
|
||||
```
|
||||
|
||||
The ESC script for this item
|
||||
|
||||
### is\_exit
|
||||
|
||||
```gdscript
|
||||
export var is_exit = false
|
||||
```
|
||||
|
||||
If true, the ESC script may have an ":exit_scene" event to manage scene changes
|
||||
|
||||
### is\_trigger
|
||||
|
||||
```gdscript
|
||||
export var is_trigger = false
|
||||
```
|
||||
|
||||
If true, object is considered as trigger. Allows using :trigger_in and
|
||||
:trigger_out verbs in ESC scripts.
|
||||
|
||||
### trigger\_in\_verb
|
||||
|
||||
```gdscript
|
||||
export var trigger_in_verb = "trigger_in"
|
||||
```
|
||||
|
||||
The verb used for the trigger in ESC events
|
||||
|
||||
### trigger\_out\_verb
|
||||
|
||||
```gdscript
|
||||
export var trigger_out_verb = "trigger_out"
|
||||
```
|
||||
|
||||
The verb used for the trigger out ESC events
|
||||
|
||||
### is\_interactive
|
||||
|
||||
```gdscript
|
||||
export var is_interactive = true
|
||||
```
|
||||
|
||||
If true, the player can interact with this item
|
||||
|
||||
### is\_movable
|
||||
|
||||
```gdscript
|
||||
export var is_movable = false
|
||||
```
|
||||
|
||||
Wether this item is movable
|
||||
|
||||
### player\_orients\_on\_arrival
|
||||
|
||||
```gdscript
|
||||
export var player_orients_on_arrival = true
|
||||
```
|
||||
|
||||
If true, player orients towards 'interaction_direction' as
|
||||
player character arrives.
|
||||
|
||||
### interaction\_direction
|
||||
|
||||
```gdscript
|
||||
export var interaction_direction = 0
|
||||
```
|
||||
|
||||
Let the player turn to this direction when the player arrives at the
|
||||
item
|
||||
|
||||
### tooltip\_name
|
||||
|
||||
```gdscript
|
||||
export var tooltip_name = ""
|
||||
```
|
||||
|
||||
The name for the tooltip of this item
|
||||
|
||||
### default\_action
|
||||
|
||||
```gdscript
|
||||
export var default_action = ""
|
||||
```
|
||||
|
||||
Default action to use if object is not in the inventory
|
||||
|
||||
### default\_action\_inventory
|
||||
|
||||
```gdscript
|
||||
export var default_action_inventory = ""
|
||||
```
|
||||
|
||||
Default action to use if object is in the inventory
|
||||
|
||||
### combine\_if\_action\_used\_among
|
||||
|
||||
```gdscript
|
||||
export var combine_if_action_used_among = []
|
||||
```
|
||||
|
||||
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>`)
|
||||
|
||||
### combine\_is\_one\_way
|
||||
|
||||
```gdscript
|
||||
export var combine_is_one_way = false
|
||||
```
|
||||
|
||||
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.
|
||||
|
||||
### use\_from\_inventory\_only
|
||||
|
||||
```gdscript
|
||||
export var use_from_inventory_only = 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.
|
||||
|
||||
### inventory\_item\_scene\_file
|
||||
|
||||
```gdscript
|
||||
export var inventory_item_scene_file: PackedScene = "[Object:null]"
|
||||
```
|
||||
|
||||
Scene based on ESCInventoryItem used in inventory for the object if it is
|
||||
picked up, that displays and handles the item
|
||||
|
||||
### dialog\_color
|
||||
|
||||
```gdscript
|
||||
export var dialog_color = "0,0,0,1"
|
||||
```
|
||||
|
||||
Color used for dialogs
|
||||
|
||||
### dont\_apply\_terrain\_scaling
|
||||
|
||||
```gdscript
|
||||
export var dont_apply_terrain_scaling = false
|
||||
```
|
||||
|
||||
If true, terrain scaling will not be applied and
|
||||
node will remain at the scale set in the scene.
|
||||
|
||||
### speed
|
||||
|
||||
```gdscript
|
||||
export var speed: int = 300
|
||||
```
|
||||
|
||||
Speed of this item ifmovable
|
||||
|
||||
### v\_speed\_damp
|
||||
|
||||
```gdscript
|
||||
export var v_speed_damp: float = 1
|
||||
```
|
||||
|
||||
Speed damp of this item if movable
|
||||
|
||||
### animations
|
||||
|
||||
```gdscript
|
||||
export var animations = "[Object:null]"
|
||||
```
|
||||
|
||||
Animations script (for walking, idling...)
|
||||
|
||||
### animation\_sprite
|
||||
|
||||
```gdscript
|
||||
var animation_sprite
|
||||
```
|
||||
|
||||
Reference to the animation node (null if none was found)
|
||||
|
||||
### terrain
|
||||
|
||||
```gdscript
|
||||
var terrain: ESCTerrain
|
||||
```
|
||||
|
||||
Reference to the current terrain
|
||||
|
||||
### collision
|
||||
|
||||
```gdscript
|
||||
var collision: Node
|
||||
```
|
||||
|
||||
Reference to this items collision shape node
|
||||
|
||||
### inventory\_item
|
||||
|
||||
```gdscript
|
||||
var inventory_item: ESCInventoryItem
|
||||
```
|
||||
|
||||
The representation of this item in the scene. Will
|
||||
be loaded, if inventory_item_scene_file is set.
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### get\_animation\_player
|
||||
|
||||
```gdscript
|
||||
func get_animation_player()
|
||||
```
|
||||
|
||||
Return the animation player node
|
||||
|
||||
### get\_interact\_position
|
||||
|
||||
```gdscript
|
||||
func get_interact_position() -> Vector2
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### manage\_input
|
||||
|
||||
```gdscript
|
||||
func manage_input(_viewport: Viewport, event: InputEvent, _shape_idx: int) -> void
|
||||
```
|
||||
|
||||
### element\_entered
|
||||
|
||||
```gdscript
|
||||
func element_entered(body)
|
||||
```
|
||||
|
||||
Another item (e.g. the player) has entered this item
|
||||
|
||||
#### Parameters
|
||||
|
||||
- body: Other object that has entered the item
|
||||
|
||||
### element\_exited
|
||||
|
||||
```gdscript
|
||||
func element_exited(body)
|
||||
```
|
||||
|
||||
Another item (e.g. the player) has exited this element
|
||||
#### Parameters
|
||||
|
||||
- body: Other object that has entered the item
|
||||
|
||||
### teleport
|
||||
|
||||
```gdscript
|
||||
func teleport(target: Node) -> void
|
||||
```
|
||||
|
||||
Use the movable node to teleport this item to the target item
|
||||
|
||||
#### Parameters
|
||||
|
||||
- target: Target item to teleport to
|
||||
|
||||
### walk\_to
|
||||
|
||||
```gdscript
|
||||
func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### set\_speed
|
||||
|
||||
```gdscript
|
||||
func set_speed(speed_value: int) -> void
|
||||
```
|
||||
|
||||
Set the moving speed
|
||||
|
||||
#### Parameters
|
||||
|
||||
- speed_value: Set the new speed
|
||||
|
||||
### has\_moved
|
||||
|
||||
```gdscript
|
||||
func has_moved() -> bool
|
||||
```
|
||||
|
||||
Check wether this item moved
|
||||
|
||||
### set\_angle
|
||||
|
||||
```gdscript
|
||||
func set_angle(deg: int, immediate = true)
|
||||
```
|
||||
|
||||
Set the angle
|
||||
|
||||
#### Parameters
|
||||
|
||||
Set the angle
|
||||
|
||||
### start\_talking
|
||||
|
||||
```gdscript
|
||||
func start_talking()
|
||||
```
|
||||
|
||||
Play the talking animation
|
||||
|
||||
### stop\_talking
|
||||
|
||||
```gdscript
|
||||
func stop_talking()
|
||||
```
|
||||
|
||||
Stop playing the talking animation
|
||||
|
||||
## Signals
|
||||
|
||||
- signal mouse_entered_item(item): Emitted when the mouse has entered this item
|
||||
|
||||
#### Parameters
|
||||
|
||||
- items: The inventory item node
|
||||
- signal mouse_exited_item(item): Emitted when the mouse has exited this item
|
||||
|
||||
#### Parameters
|
||||
|
||||
- items: The inventory item node
|
||||
- signal mouse_left_clicked_item(global_id): Emitted when the item was left cliced
|
||||
|
||||
#### Parameters
|
||||
|
||||
- global_id: ID of this item
|
||||
- signal mouse_double_left_clicked_item(global_id): Emitted when the item was double cliced
|
||||
|
||||
#### Parameters
|
||||
|
||||
- global_id: ID of this item
|
||||
- signal mouse_right_clicked_item(global_id): Emitted when the item was right cliced
|
||||
|
||||
#### Parameters
|
||||
|
||||
- global_id: ID of this item
|
||||
- signal arrived(walk_context): Emitted when the item walked to a destination
|
||||
|
||||
#### Parameters
|
||||
|
||||
- walk_context: The walk context of the command
|
||||
135
docs/api/ESCLogger.md
Normal file
135
docs/api/ESCLogger.md
Normal file
@@ -0,0 +1,135 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCLogger
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
Logging framework for Escoria
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### LOG\_DEBUG
|
||||
|
||||
```gdscript
|
||||
const LOG_ERROR: int = 0
|
||||
```
|
||||
|
||||
Valid log levels
|
||||
|
||||
### LOG\_ERROR
|
||||
|
||||
```gdscript
|
||||
const LOG_ERROR: int = 0
|
||||
```
|
||||
|
||||
Valid log levels
|
||||
|
||||
### LOG\_INFO
|
||||
|
||||
```gdscript
|
||||
const LOG_ERROR: int = 0
|
||||
```
|
||||
|
||||
Valid log levels
|
||||
|
||||
### LOG\_WARNING
|
||||
|
||||
```gdscript
|
||||
const LOG_ERROR: int = 0
|
||||
```
|
||||
|
||||
Valid log levels
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### warning\_path
|
||||
|
||||
```gdscript
|
||||
var warning_path: String
|
||||
```
|
||||
|
||||
The path of the ESC file that was reported last (used for removing
|
||||
duplicate warnings
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### debug
|
||||
|
||||
```gdscript
|
||||
func debug(string: String, args)
|
||||
```
|
||||
|
||||
Log a debug message
|
||||
|
||||
#### Parameters
|
||||
|
||||
* string: Text to log
|
||||
* args: Additional information
|
||||
|
||||
### info
|
||||
|
||||
```gdscript
|
||||
func info(string: String, args)
|
||||
```
|
||||
|
||||
Log an info message
|
||||
|
||||
#### Parameters
|
||||
|
||||
* string: Text to log
|
||||
* args: Additional information
|
||||
|
||||
### warning
|
||||
|
||||
```gdscript
|
||||
func warning(string: String, args)
|
||||
```
|
||||
|
||||
Log a warning message
|
||||
|
||||
#### Parameters
|
||||
|
||||
* string: Text to log
|
||||
* args: Additional information
|
||||
|
||||
### error
|
||||
|
||||
```gdscript
|
||||
func error(string: String, args)
|
||||
```
|
||||
|
||||
Log an error message
|
||||
|
||||
#### Parameters
|
||||
|
||||
* string: Text to log
|
||||
* args: Additional information
|
||||
|
||||
### report\_warnings
|
||||
|
||||
```gdscript
|
||||
func report_warnings(p_path: String, warnings: Array, report_once = false) -> void
|
||||
```
|
||||
|
||||
Log a warning message about an ESC file
|
||||
|
||||
#### Parameters
|
||||
|
||||
* p_path: Path to the file
|
||||
* warnings: Array of warnings to put out
|
||||
* report_once: Additional messages about the same file will be ignored
|
||||
|
||||
### report\_errors
|
||||
|
||||
```gdscript
|
||||
func report_errors(p_path: String, errors: Array) -> void
|
||||
```
|
||||
|
||||
Log an error message about an ESC file
|
||||
|
||||
#### Parameters
|
||||
|
||||
* p_path: Path to the file
|
||||
* errors: Array of errors to put out
|
||||
@@ -1,6 +1,6 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# Movable
|
||||
# ESCMovable
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
@@ -9,6 +9,19 @@
|
||||
Node that performs the moving (walk, teleport, terrain scaling...) actions on
|
||||
its parent node.
|
||||
|
||||
## Enumerations
|
||||
|
||||
### MovableTask
|
||||
|
||||
```gdscript
|
||||
const MovableTask: Dictionary = {"NONE":0,"SLIDE":2,"WALK":1}
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### walk\_path
|
||||
@@ -38,12 +51,10 @@ The destination where the character should be moving to
|
||||
### walk\_context
|
||||
|
||||
```gdscript
|
||||
var walk_context: Dictionary
|
||||
var walk_context: ESCWalkContext
|
||||
```
|
||||
|
||||
A dictionary with context information about the walk command
|
||||
fast => Wether to walk fast or slow
|
||||
target => Walk target
|
||||
The walk context currently carried out by this movable node
|
||||
|
||||
### moved
|
||||
|
||||
@@ -99,7 +110,15 @@ Shortcut variable that references the node's parent
|
||||
var bypass_missing_animation
|
||||
```
|
||||
|
||||
If character misses an animation, bypass it and proceed.
|
||||
If character misses an animation, bypass it and proceed.
|
||||
|
||||
### task
|
||||
|
||||
```gdscript
|
||||
var task
|
||||
```
|
||||
|
||||
Currenly running task
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
@@ -120,7 +139,7 @@ can be removed
|
||||
### walk\_to
|
||||
|
||||
```gdscript
|
||||
func walk_to(pos: Vector2, p_walk_context = null) -> void
|
||||
func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void
|
||||
```
|
||||
|
||||
Walk to a given position
|
||||
81
docs/api/ESCObject.md
Normal file
81
docs/api/ESCObject.md
Normal file
@@ -0,0 +1,81 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCObject
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
An object handled in Escoria
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
var global_id: String
|
||||
```
|
||||
|
||||
The global id of the object
|
||||
|
||||
### active
|
||||
|
||||
```gdscript
|
||||
var active: bool = true
|
||||
```
|
||||
|
||||
Wether the object is active (visible to the player)
|
||||
|
||||
### interactive
|
||||
|
||||
```gdscript
|
||||
var interactive: bool = true
|
||||
```
|
||||
|
||||
Wether the object is interactive (clickable by the player)
|
||||
|
||||
### state
|
||||
|
||||
```gdscript
|
||||
var state: String = "default"
|
||||
```
|
||||
|
||||
The state of the object. If the object has a respective animation,
|
||||
it will be played
|
||||
|
||||
### events
|
||||
|
||||
```gdscript
|
||||
var events: Dictionary
|
||||
```
|
||||
|
||||
The events registered with the object
|
||||
|
||||
### node
|
||||
|
||||
```gdscript
|
||||
var node: Node
|
||||
```
|
||||
|
||||
The node in the scene. Can be an ESCItem or an ESCCamera
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_global_id: String, p_node: Node)
|
||||
```
|
||||
|
||||
### set\_state
|
||||
|
||||
```gdscript
|
||||
func set_state(p_state: String, immediate: bool = false)
|
||||
```
|
||||
|
||||
Set the state and start a possible animation
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_state: State to set
|
||||
- immediate: If true, skip directly to the end
|
||||
75
docs/api/ESCObjectManager.md
Normal file
75
docs/api/ESCObjectManager.md
Normal file
@@ -0,0 +1,75 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCObjectManager
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
A manager for ESC objects
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### RESERVED\_OBJECTS
|
||||
|
||||
```gdscript
|
||||
const RESERVED_OBJECTS: Array = ["bg_music"]
|
||||
```
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### objects
|
||||
|
||||
```gdscript
|
||||
var objects: Dictionary
|
||||
```
|
||||
|
||||
The hash of registered objects (the global id is the key)
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### register\_object
|
||||
|
||||
```gdscript
|
||||
func register_object(object: ESCObject, force: bool = false) -> void
|
||||
```
|
||||
|
||||
Register the object in the manager
|
||||
|
||||
#### Parameters
|
||||
|
||||
- object: Obejct to register
|
||||
- force: Register the object, even if it has already been registered
|
||||
|
||||
### has
|
||||
|
||||
```gdscript
|
||||
func has(global_id: String) -> bool
|
||||
```
|
||||
|
||||
Check wether an object was registered
|
||||
|
||||
#### Parameters
|
||||
|
||||
- global_id: Global ID of object
|
||||
**Returns** Wether the object exists in the object registry
|
||||
|
||||
### get\_object
|
||||
|
||||
```gdscript
|
||||
func get_object(global_id: String) -> ESCObject
|
||||
```
|
||||
|
||||
Get the object from the object registry
|
||||
|
||||
### unregister\_object
|
||||
|
||||
```gdscript
|
||||
func unregister_object(object: ESCObject) -> void
|
||||
```
|
||||
|
||||
Remove an object from the registry
|
||||
|
||||
#### Parameters
|
||||
|
||||
- object: The object to unregister
|
||||
34
docs/api/ESCPlayer.md
Normal file
34
docs/api/ESCPlayer.md
Normal file
@@ -0,0 +1,34 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCPlayer
|
||||
|
||||
**Extends:** [ESCItem](../ESCItem) < [Area2D](../Area2D)
|
||||
|
||||
## Description
|
||||
|
||||
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.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### camera\_position\_node
|
||||
|
||||
```gdscript
|
||||
export var camera_position_node = ""
|
||||
```
|
||||
|
||||
The node that references the camera position
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### get\_camera\_pos
|
||||
|
||||
```gdscript
|
||||
func get_camera_pos()
|
||||
```
|
||||
|
||||
Return the camera position if a camera_position_node exists or the
|
||||
global position of the player
|
||||
123
docs/api/ESCResourceCache.md
Normal file
123
docs/api/ESCResourceCache.md
Normal file
@@ -0,0 +1,123 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCResourceCache
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A cache for resources
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### thread
|
||||
|
||||
```gdscript
|
||||
var thread: Thread
|
||||
```
|
||||
|
||||
### mutex
|
||||
|
||||
```gdscript
|
||||
var mutex: Mutex
|
||||
```
|
||||
|
||||
### sem
|
||||
|
||||
```gdscript
|
||||
var sem: Semaphore
|
||||
```
|
||||
|
||||
### queue
|
||||
|
||||
```gdscript
|
||||
var queue: Array
|
||||
```
|
||||
|
||||
### pending
|
||||
|
||||
```gdscript
|
||||
var pending: Dictionary
|
||||
```
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### queue\_resource
|
||||
|
||||
```gdscript
|
||||
func queue_resource(path: String, p_in_front: bool = false, p_permanent: bool = false)
|
||||
```
|
||||
|
||||
### cancel\_resource
|
||||
|
||||
```gdscript
|
||||
func cancel_resource(path)
|
||||
```
|
||||
|
||||
### clear
|
||||
|
||||
```gdscript
|
||||
func clear()
|
||||
```
|
||||
|
||||
### get\_progress
|
||||
|
||||
```gdscript
|
||||
func get_progress(path)
|
||||
```
|
||||
|
||||
### is\_ready
|
||||
|
||||
```gdscript
|
||||
func is_ready(path)
|
||||
```
|
||||
|
||||
### get\_resource
|
||||
|
||||
```gdscript
|
||||
func get_resource(path)
|
||||
```
|
||||
|
||||
### thread\_process
|
||||
|
||||
```gdscript
|
||||
func thread_process()
|
||||
```
|
||||
|
||||
### thread\_func
|
||||
|
||||
```gdscript
|
||||
func thread_func(u)
|
||||
```
|
||||
|
||||
warning-ignore:unused_argument
|
||||
|
||||
### print\_progress
|
||||
|
||||
```gdscript
|
||||
func print_progress(p_path, p_progress)
|
||||
```
|
||||
|
||||
### res\_loaded
|
||||
|
||||
```gdscript
|
||||
func res_loaded(p_path)
|
||||
```
|
||||
|
||||
### print\_queue\_progress
|
||||
|
||||
```gdscript
|
||||
func print_queue_progress(p_queue_size)
|
||||
```
|
||||
|
||||
### start
|
||||
|
||||
```gdscript
|
||||
func start()
|
||||
```
|
||||
|
||||
## Signals
|
||||
|
||||
- signal resource_loading_progress(path, progress):
|
||||
- signal resource_loading_done(path):
|
||||
- signal resource_queue_progress(queue_size):
|
||||
109
docs/api/ESCRoom.md
Normal file
109
docs/api/ESCRoom.md
Normal file
@@ -0,0 +1,109 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCRoom
|
||||
|
||||
**Extends:** [Node2D](../Node2D)
|
||||
|
||||
## Description
|
||||
|
||||
A room in an Escora based game
|
||||
|
||||
## Enumerations
|
||||
|
||||
### EditorRoomDebugDisplay
|
||||
|
||||
```gdscript
|
||||
const EditorRoomDebugDisplay: Dictionary = {"CAMERA_LIMITS":1,"NONE":0}
|
||||
```
|
||||
|
||||
Debugging displays for a room
|
||||
NONE: No debug display
|
||||
CAMERA_LIMITS: Display the camera limits
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id = ""
|
||||
```
|
||||
|
||||
The global id of this room
|
||||
|
||||
### esc\_script
|
||||
|
||||
```gdscript
|
||||
export var esc_script = ""
|
||||
```
|
||||
|
||||
The ESC script of this room
|
||||
|
||||
### player\_scene
|
||||
|
||||
```gdscript
|
||||
export var player_scene = "[Object:null]"
|
||||
```
|
||||
|
||||
The player inside this scene
|
||||
|
||||
### camera\_limits
|
||||
|
||||
```gdscript
|
||||
export var camera_limits: Array = ["(0, 0, 0, 0)"]
|
||||
```
|
||||
|
||||
- **Setter**: `set_camera_limits`
|
||||
|
||||
The camera limits available in this room
|
||||
|
||||
### editor\_debug\_mode
|
||||
|
||||
```gdscript
|
||||
export var editor_debug_mode = 0
|
||||
```
|
||||
|
||||
- **Setter**: `set_editor_debug_mode`
|
||||
|
||||
The editor debug display mode
|
||||
|
||||
### player
|
||||
|
||||
```gdscript
|
||||
var player
|
||||
```
|
||||
|
||||
The player scene instance
|
||||
|
||||
### game
|
||||
|
||||
```gdscript
|
||||
var game
|
||||
```
|
||||
|
||||
The game scene instance
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_camera\_limits
|
||||
|
||||
```gdscript
|
||||
func set_camera_limits(p_camera_limits: Array) -> void
|
||||
```
|
||||
|
||||
Set the camera limits
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_camera_limits: An array of Rect2Ds as camera limits
|
||||
|
||||
### set\_editor\_debug\_mode
|
||||
|
||||
```gdscript
|
||||
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
|
||||
37
docs/api/ESCScheduledEvent.md
Normal file
37
docs/api/ESCScheduledEvent.md
Normal file
@@ -0,0 +1,37 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCScheduledEvent
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
An event that is scheduled to run later
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### event
|
||||
|
||||
```gdscript
|
||||
var event: ESCEvent
|
||||
```
|
||||
|
||||
Event to run when timeout is reached
|
||||
|
||||
### timeout
|
||||
|
||||
```gdscript
|
||||
var timeout: float
|
||||
```
|
||||
|
||||
The number of seconds until the event is run
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_event: ESCEvent, p_timeout: float)
|
||||
```
|
||||
|
||||
Create a new scheduled event
|
||||
19
docs/api/ESCScript.md
Normal file
19
docs/api/ESCScript.md
Normal file
@@ -0,0 +1,19 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCScript
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A compiled ESC script
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### events
|
||||
|
||||
```gdscript
|
||||
var events: Dictionary
|
||||
```
|
||||
|
||||
A dictionary of ESCEvents in this script
|
||||
41
docs/api/ESCStatement.md
Normal file
41
docs/api/ESCStatement.md
Normal file
@@ -0,0 +1,41 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCStatement
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A statement in an ESC file
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### statements
|
||||
|
||||
```gdscript
|
||||
var statements: Array
|
||||
```
|
||||
|
||||
The list of ESC commands
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### is\_valid
|
||||
|
||||
```gdscript
|
||||
func is_valid() -> bool
|
||||
```
|
||||
|
||||
Check wether the statement should be run based on its conditions
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run() -> var
|
||||
```
|
||||
|
||||
Execute this statement and return its return code
|
||||
|
||||
## Signals
|
||||
|
||||
- signal finished(return_code): Emitted when the event did finish running
|
||||
143
docs/api/ESCTerrain.md
Normal file
143
docs/api/ESCTerrain.md
Normal file
@@ -0,0 +1,143 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCTerrain
|
||||
|
||||
**Extends:** [Navigation2D](../Navigation2D)
|
||||
|
||||
## Description
|
||||
|
||||
A walkable Terrains
|
||||
|
||||
## Enumerations
|
||||
|
||||
### DebugMode
|
||||
|
||||
```gdscript
|
||||
const DebugMode: Dictionary = {"LIGHTMAP":2,"NONE":0,"SCALES":1}
|
||||
```
|
||||
|
||||
Visualize scales or the lightmap for debugging purposes
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### scales
|
||||
|
||||
```gdscript
|
||||
export var scales = "[Object:null]"
|
||||
```
|
||||
|
||||
Scaling texture
|
||||
|
||||
### scale\_min
|
||||
|
||||
```gdscript
|
||||
export var scale_min = 0.3
|
||||
```
|
||||
|
||||
Minimum scaling
|
||||
|
||||
### scale\_max
|
||||
|
||||
```gdscript
|
||||
export var scale_max = 1
|
||||
```
|
||||
|
||||
Maximum scaling
|
||||
|
||||
### lightmap
|
||||
|
||||
```gdscript
|
||||
export var lightmap = "[Object:null]"
|
||||
```
|
||||
|
||||
Lightmap texture
|
||||
|
||||
### bitmaps\_scale
|
||||
|
||||
```gdscript
|
||||
export var bitmaps_scale = "(1, 1)"
|
||||
```
|
||||
|
||||
The scaling factor for the scale and light maps
|
||||
|
||||
### player\_speed\_multiplier
|
||||
|
||||
```gdscript
|
||||
export var player_speed_multiplier = 1
|
||||
```
|
||||
|
||||
Multiplier applied to the player speed on this terrain
|
||||
|
||||
### player\_doubleclick\_speed\_multiplier
|
||||
|
||||
```gdscript
|
||||
export var player_doubleclick_speed_multiplier = 1.5
|
||||
```
|
||||
|
||||
Multiplier how much faster the player will walk when fast mode is on
|
||||
(double clicked)
|
||||
|
||||
### lightmap\_modulate
|
||||
|
||||
```gdscript
|
||||
export var lightmap_modulate = "1,1,1,1"
|
||||
```
|
||||
|
||||
Additional modulator to the lightmap texture
|
||||
|
||||
### debug\_mode
|
||||
|
||||
```gdscript
|
||||
export var debug_mode = 0
|
||||
```
|
||||
|
||||
Currently selected debug visualize mode
|
||||
|
||||
### current\_active\_navigation\_instance
|
||||
|
||||
```gdscript
|
||||
var current_active_navigation_instance: NavigationPolygonInstance
|
||||
```
|
||||
|
||||
The currently activ navigation polygon
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### get\_light
|
||||
|
||||
```gdscript
|
||||
func get_light(pos: Vector2) -> Color
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### get\_scale\_range
|
||||
|
||||
```gdscript
|
||||
func get_scale_range(factor: float) -> Vector2
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### get\_terrain
|
||||
|
||||
```gdscript
|
||||
func get_terrain(pos: Vector2) -> float
|
||||
```
|
||||
|
||||
Get the terrain scale factor for a given position
|
||||
|
||||
#### Parameters
|
||||
|
||||
- pos: The position to calculate for
|
||||
**Returns** The scale factor for the given position
|
||||
186
docs/api/ESCTooltip.md
Normal file
186
docs/api/ESCTooltip.md
Normal file
@@ -0,0 +1,186 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCTooltip
|
||||
|
||||
**Extends:** [RichTextLabel](../RichTextLabel)
|
||||
|
||||
## Description
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### MAX\_HEIGHT
|
||||
|
||||
```gdscript
|
||||
const MAX_HEIGHT: int = 500
|
||||
```
|
||||
|
||||
### MAX\_WIDTH
|
||||
|
||||
```gdscript
|
||||
const MAX_WIDTH: int = 200
|
||||
```
|
||||
|
||||
### MIN\_HEIGHT
|
||||
|
||||
```gdscript
|
||||
const MIN_HEIGHT: int = 30
|
||||
```
|
||||
|
||||
### ONE\_LINE\_HEIGHT
|
||||
|
||||
```gdscript
|
||||
const ONE_LINE_HEIGHT: int = 16
|
||||
```
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### current\_action
|
||||
|
||||
```gdscript
|
||||
var current_action: String
|
||||
```
|
||||
|
||||
Infinitive verb
|
||||
|
||||
### current\_target
|
||||
|
||||
```gdscript
|
||||
var current_target: String
|
||||
```
|
||||
|
||||
- **Setter**: `set_target`
|
||||
|
||||
Target item/hotspot
|
||||
|
||||
### current\_prep
|
||||
|
||||
```gdscript
|
||||
var current_prep: String = "with"
|
||||
```
|
||||
|
||||
Preposition: on, with...
|
||||
|
||||
### current\_target2
|
||||
|
||||
```gdscript
|
||||
var current_target2: String
|
||||
```
|
||||
|
||||
Target 2 item/hotspot
|
||||
|
||||
### waiting\_for\_target2
|
||||
|
||||
```gdscript
|
||||
var waiting_for_target2
|
||||
```
|
||||
|
||||
True if tooltip is waiting for a click on second target (use x with y)
|
||||
|
||||
### color
|
||||
|
||||
```gdscript
|
||||
export var color = "0,0,0,1"
|
||||
```
|
||||
|
||||
- **Setter**: `set_color`
|
||||
|
||||
### offset\_from\_cursor
|
||||
|
||||
```gdscript
|
||||
export var offset_from_cursor = "(10, 0)"
|
||||
```
|
||||
|
||||
### debug\_mode
|
||||
|
||||
```gdscript
|
||||
export var debug_mode = false
|
||||
```
|
||||
|
||||
- **Setter**: `set_debug_mode`
|
||||
|
||||
### debug\_texturerect\_node
|
||||
|
||||
```gdscript
|
||||
var debug_texturerect_node: TextureRect
|
||||
```
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### get\_class
|
||||
|
||||
```gdscript
|
||||
func get_class()
|
||||
```
|
||||
|
||||
### set\_color
|
||||
|
||||
```gdscript
|
||||
func set_color(p_color: Color)
|
||||
```
|
||||
|
||||
### set\_debug\_mode
|
||||
|
||||
```gdscript
|
||||
func set_debug_mode(p_debug_mode: bool)
|
||||
```
|
||||
|
||||
### on\_action\_selected
|
||||
|
||||
```gdscript
|
||||
func on_action_selected() -> void
|
||||
```
|
||||
|
||||
### set\_target
|
||||
|
||||
```gdscript
|
||||
func set_target(target: String, needs_second_target: bool = false) -> void
|
||||
```
|
||||
|
||||
### set\_target2
|
||||
|
||||
```gdscript
|
||||
func set_target2(target2: String) -> void
|
||||
```
|
||||
|
||||
### update\_tooltip\_text
|
||||
|
||||
```gdscript
|
||||
func update_tooltip_text()
|
||||
```
|
||||
|
||||
### update\_size
|
||||
|
||||
```gdscript
|
||||
func update_size()
|
||||
```
|
||||
|
||||
### tooltip\_distance\_to\_edge\_top
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_top(position: Vector2)
|
||||
```
|
||||
|
||||
### tooltip\_distance\_to\_edge\_bottom
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_bottom(position: Vector2)
|
||||
```
|
||||
|
||||
### tooltip\_distance\_to\_edge\_left
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_left(position: Vector2)
|
||||
```
|
||||
|
||||
### tooltip\_distance\_to\_edge\_right
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_right(position: Vector2)
|
||||
```
|
||||
|
||||
### clear
|
||||
|
||||
```gdscript
|
||||
func clear()
|
||||
```
|
||||
|
||||
65
docs/api/ESCUtils.md
Normal file
65
docs/api/ESCUtils.md
Normal file
@@ -0,0 +1,65 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCUtils
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A set of common utilities
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### get\_deg\_from\_rad
|
||||
|
||||
```gdscript
|
||||
func get_deg_from_rad(rad_angle: float)
|
||||
```
|
||||
|
||||
Convert radians to degrees
|
||||
|
||||
#### Parameters
|
||||
|
||||
- rad_angle: Angle in radians
|
||||
**Returns** Degrees
|
||||
|
||||
### get\_re\_group
|
||||
|
||||
```gdscript
|
||||
func get_re_group(re_match: RegExMatch, group: String) -> String
|
||||
```
|
||||
|
||||
Get the content of a reg exp group by name
|
||||
|
||||
#### Parameters
|
||||
|
||||
- re_match: The RegExMatch object
|
||||
- group: The name of the group
|
||||
**Returns** The value of the named regex group in the match
|
||||
|
||||
### get\_typed\_value
|
||||
|
||||
```gdscript
|
||||
func get_typed_value(value: String)
|
||||
```
|
||||
|
||||
Return a string value in the correct infered type
|
||||
|
||||
#### Parameters
|
||||
|
||||
- value: The original value
|
||||
**Returns** The typed value according to the type inference
|
||||
|
||||
### sanitize\_whitespace
|
||||
|
||||
```gdscript
|
||||
func sanitize_whitespace(value: String) -> String
|
||||
```
|
||||
|
||||
Sanitize use of whitespaces in a string. Removes double whitespaces
|
||||
and converts tabs into space.
|
||||
|
||||
#### Paramters
|
||||
|
||||
- value: String to work on
|
||||
**Returns** the string with sanitized whitespaces
|
||||
45
docs/api/ESCWalkContext.md
Normal file
45
docs/api/ESCWalkContext.md
Normal file
@@ -0,0 +1,45 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCWalkContext
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
The walk context describes the target of a walk command and if that command
|
||||
should be executed fast
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### target\_object
|
||||
|
||||
```gdscript
|
||||
var target_object: ESCObject
|
||||
```
|
||||
|
||||
Target object that the walk command tries to reach
|
||||
|
||||
### target\_position
|
||||
|
||||
```gdscript
|
||||
var target_position: Vector2 = "(0, 0)"
|
||||
```
|
||||
|
||||
The target position
|
||||
|
||||
### fast
|
||||
|
||||
```gdscript
|
||||
var fast: bool
|
||||
```
|
||||
|
||||
Wether to move fast
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_target_object: ESCObject, p_target_position: Vector2, p_fast: bool)
|
||||
```
|
||||
|
||||
32
docs/api/EnableTerrainCommand.md
Normal file
32
docs/api/EnableTerrainCommand.md
Normal file
@@ -0,0 +1,32 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# EnableTerrainCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`enable_terrain node_name`
|
||||
|
||||
Enable the ESCTerrain's NavigationPolygonInstance defined by given node name.
|
||||
Disables previously activated NavigationPolygonInstance.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
35
docs/api/GameOverCommand.md
Normal file
35
docs/api/GameOverCommand.md
Normal file
@@ -0,0 +1,35 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# GameOverCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@STUB
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
40
docs/api/IncGlobalCommand.md
Normal file
40
docs/api/IncGlobalCommand.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# IncGlobalCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`inc_global name value`
|
||||
|
||||
Adds the value to global with given "name". Value and global must both be
|
||||
integers.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
31
docs/api/InventoryAddCommand.md
Normal file
31
docs/api/InventoryAddCommand.md
Normal file
@@ -0,0 +1,31 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# InventoryAddCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`inventory_add item`
|
||||
|
||||
Add an item to the inventory
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
31
docs/api/InventoryRemoveCommand.md
Normal file
31
docs/api/InventoryRemoveCommand.md
Normal file
@@ -0,0 +1,31 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# InventoryRemoveCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`inventory_remove item`
|
||||
|
||||
Remove an item from the inventory.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
34
docs/api/PlaySndCommand.md
Normal file
34
docs/api/PlaySndCommand.md
Normal file
@@ -0,0 +1,34 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# PlaySndCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`play_snd object file [loop]`
|
||||
|
||||
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://...`
|
||||
|
||||
@STUB
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
42
docs/api/QueueAnimationCommand.md
Normal file
42
docs/api/QueueAnimationCommand.md
Normal file
@@ -0,0 +1,42 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# QueueAnimationCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@STUB
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
44
docs/api/QueueResourceCommand.md
Normal file
44
docs/api/QueueResourceCommand.md
Normal file
@@ -0,0 +1,44 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# QueueResourceCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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).
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array) -> bool
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
32
docs/api/RepeatCommand.md
Normal file
32
docs/api/RepeatCommand.md
Normal file
@@ -0,0 +1,32 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# RepeatCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`repeat`
|
||||
|
||||
Restarts the execution of the current scope at the start. A scope can be a
|
||||
group or an event.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
36
docs/api/SayCommand.md
Normal file
36
docs/api/SayCommand.md
Normal file
@@ -0,0 +1,36 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SayCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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"
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> var
|
||||
```
|
||||
|
||||
Run the command
|
||||
41
docs/api/SchedEventCommand.md
Normal file
41
docs/api/SchedEventCommand.md
Normal file
@@ -0,0 +1,41 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SchedEventCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
40
docs/api/SetActiveCommand.md
Normal file
40
docs/api/SetActiveCommand.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetActiveCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_active object value`
|
||||
|
||||
Changes the "active" state of the object, value can be true or false.
|
||||
Inactive objects are hidden in the scene.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
44
docs/api/SetAngleCommand.md
Normal file
44
docs/api/SetAngleCommand.md
Normal file
@@ -0,0 +1,44 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetAngleCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
32
docs/api/SetGlobalCommand.md
Normal file
32
docs/api/SetGlobalCommand.md
Normal file
@@ -0,0 +1,32 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetGlobalCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_global name value`
|
||||
|
||||
Changes the value of the global "name" with the value. Value can be "true",
|
||||
"false" or an integer.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
33
docs/api/SetGlobalsCommand.md
Normal file
33
docs/api/SetGlobalsCommand.md
Normal file
@@ -0,0 +1,33 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetGlobalsCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_globals pattern value`
|
||||
|
||||
Changes the value of multiple globals using a wildcard pattern, where "*"
|
||||
matches zero or more arbitrary characters and "?" matches any single
|
||||
character except a period (".").
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
34
docs/api/SetHudVisibleCommand.md
Normal file
34
docs/api/SetHudVisibleCommand.md
Normal file
@@ -0,0 +1,34 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetHudVisibleCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_hud_visible visible`
|
||||
|
||||
If you have a cutscene 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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
39
docs/api/SetInteractiveCommand.md
Normal file
39
docs/api/SetInteractiveCommand.md
Normal file
@@ -0,0 +1,39 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetInteractiveCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_interactive object value`
|
||||
|
||||
Sets whether or not an object should be interactive.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
44
docs/api/SetSoundStateCommand.md
Normal file
44
docs/api/SetSoundStateCommand.md
Normal file
@@ -0,0 +1,44 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetSoundStateCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_sound_state player sound loop`
|
||||
|
||||
Change the sound playing on `player` to `sound` with optional looping if
|
||||
`loop` is true.
|
||||
Valid players are "bg_music" and "bg_sound".
|
||||
Aside from paths to sound or music files, the values *off* and *default*.
|
||||
*default* is the default value.
|
||||
are also valid for `sound`
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
39
docs/api/SetSpeedCommand.md
Normal file
39
docs/api/SetSpeedCommand.md
Normal file
@@ -0,0 +1,39 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetSpeedCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_speed object speed`
|
||||
|
||||
Sets how fast object moves. Speed is an integer.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
42
docs/api/SetStateCommand.md
Normal file
42
docs/api/SetStateCommand.md
Normal file
@@ -0,0 +1,42 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetStateCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_state object state [immediate]`
|
||||
|
||||
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.
|
||||
If `immediate` is set to true, the animation is run directly
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
43
docs/api/SlideBlockCommand.md
Normal file
43
docs/api/SlideBlockCommand.md
Normal file
@@ -0,0 +1,43 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SlideBlockCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`slide_block object1 object2 [speed]`
|
||||
|
||||
Moves object1 towards the position of object2, at the speed determined by
|
||||
object1's "speed" property, unless overridden. This command is blocking.
|
||||
It does not respect the room's navigation polygons, so you can move items
|
||||
where the player can't walk.
|
||||
|
||||
@STUB
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
43
docs/api/SlideCommand.md
Normal file
43
docs/api/SlideCommand.md
Normal file
@@ -0,0 +1,43 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SlideCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@STUB
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
40
docs/api/SpawnCommand.md
Normal file
40
docs/api/SpawnCommand.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SpawnCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`spawn path [object2]`
|
||||
|
||||
Instances a scene determined by "path", and places in the position of
|
||||
object2 (object2 is optional)
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
31
docs/api/StopCommand.md
Normal file
31
docs/api/StopCommand.md
Normal file
@@ -0,0 +1,31 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# StopCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`stop`
|
||||
|
||||
Stops the event's execution.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
40
docs/api/TeleportCommand.md
Normal file
40
docs/api/TeleportCommand.md
Normal file
@@ -0,0 +1,40 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# TeleportCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`teleport object1 object2
|
||||
|
||||
Sets the position of object1 to the position of object2.
|
||||
FIXME re-add the angle parameter here
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
45
docs/api/TurnToCommand.md
Normal file
45
docs/api/TurnToCommand.md
Normal file
@@ -0,0 +1,45 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# TurnToCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@STUB
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
31
docs/api/WaitCommand.md
Normal file
31
docs/api/WaitCommand.md
Normal file
@@ -0,0 +1,31 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# WaitCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`wait seconds`
|
||||
|
||||
Blocks execution of the current script for a number of seconds specified by the "seconds" parameter.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> var
|
||||
```
|
||||
|
||||
Run the command
|
||||
41
docs/api/WalkBlockCommand.md
Normal file
41
docs/api/WalkBlockCommand.md
Normal file
@@ -0,0 +1,41 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# WalkBlockCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> var
|
||||
```
|
||||
|
||||
Run the command
|
||||
41
docs/api/WalkCommand.md
Normal file
41
docs/api/WalkCommand.md
Normal file
@@ -0,0 +1,41 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# WalkCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
39
docs/api/WalkToPosBlockCommand.md
Normal file
39
docs/api/WalkToPosBlockCommand.md
Normal file
@@ -0,0 +1,39 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# WalkToPosBlockCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`walk_to_pos_block player x y`
|
||||
|
||||
Makes the `player` walk to the position `x`/`y`. This is a blocking command.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> var
|
||||
```
|
||||
|
||||
Run the command
|
||||
39
docs/api/WalkToPosCommand.md
Normal file
39
docs/api/WalkToPosCommand.md
Normal file
@@ -0,0 +1,39 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# WalkToPosCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`walk_to_pos player x y`
|
||||
|
||||
Makes the `player` walk to the position `x`/`y`.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### configure
|
||||
|
||||
```gdscript
|
||||
func configure() -> ESCCommandArgumentDescriptor
|
||||
```
|
||||
|
||||
Return the descriptor of the arguments of this command
|
||||
|
||||
### validate
|
||||
|
||||
```gdscript
|
||||
func validate(arguments: Array)
|
||||
```
|
||||
|
||||
Validate wether the given arguments match the command descriptor
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> int
|
||||
```
|
||||
|
||||
Run the command
|
||||
84
docs/api/dialog_box_inset.gd.md
Normal file
84
docs/api/dialog_box_inset.gd.md
Normal file
@@ -0,0 +1,84 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# dialog\_box\_inset.gd
|
||||
|
||||
**Extends:** [PanelContainer](../PanelContainer)
|
||||
|
||||
## Description
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### current\_character
|
||||
|
||||
```gdscript
|
||||
export var current_character = ""
|
||||
```
|
||||
|
||||
- **Setter**: `set_current_character`
|
||||
|
||||
### avatar\_node
|
||||
|
||||
```gdscript
|
||||
var avatar_node
|
||||
```
|
||||
|
||||
### name\_node
|
||||
|
||||
```gdscript
|
||||
var name_node
|
||||
```
|
||||
|
||||
### text\_node
|
||||
|
||||
```gdscript
|
||||
var text_node
|
||||
```
|
||||
|
||||
### tween
|
||||
|
||||
```gdscript
|
||||
var tween
|
||||
```
|
||||
|
||||
### text\_speed\_per\_character
|
||||
|
||||
```gdscript
|
||||
export var text_speed_per_character = 0.1
|
||||
```
|
||||
|
||||
### fast\_text\_speed\_per\_character
|
||||
|
||||
```gdscript
|
||||
export var fast_text_speed_per_character = 0.25
|
||||
```
|
||||
|
||||
### max\_time\_to\_text\_disappear
|
||||
|
||||
```gdscript
|
||||
export var max_time_to_text_disappear = 1
|
||||
```
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_current\_character
|
||||
|
||||
```gdscript
|
||||
func set_current_character(name: String)
|
||||
```
|
||||
|
||||
### say
|
||||
|
||||
```gdscript
|
||||
func say(character: String, params: Dictionary)
|
||||
```
|
||||
|
||||
### finish\_fast
|
||||
|
||||
```gdscript
|
||||
func finish_fast()
|
||||
```
|
||||
|
||||
## Signals
|
||||
|
||||
- signal dialog_line_started():
|
||||
- signal dialog_line_finished():
|
||||
66
docs/api/dialog_label.gd.md
Normal file
66
docs/api/dialog_label.gd.md
Normal file
@@ -0,0 +1,66 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# dialog\_label.gd
|
||||
|
||||
**Extends:** [RichTextLabel](../RichTextLabel)
|
||||
|
||||
## Description
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### tween
|
||||
|
||||
```gdscript
|
||||
var tween
|
||||
```
|
||||
|
||||
### text\_node
|
||||
|
||||
```gdscript
|
||||
var text_node
|
||||
```
|
||||
|
||||
### text\_speed\_per\_character
|
||||
|
||||
```gdscript
|
||||
export var text_speed_per_character = 0.1
|
||||
```
|
||||
|
||||
### fast\_text\_speed\_per\_character
|
||||
|
||||
```gdscript
|
||||
export var fast_text_speed_per_character = 0.25
|
||||
```
|
||||
|
||||
### max\_time\_to\_text\_disappear
|
||||
|
||||
```gdscript
|
||||
export var max_time_to_text_disappear = 2
|
||||
```
|
||||
|
||||
### current\_character
|
||||
|
||||
```gdscript
|
||||
var current_character
|
||||
```
|
||||
|
||||
Current character speaking, to keep track of reference for animation purposes
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### say
|
||||
|
||||
```gdscript
|
||||
func say(character: String, params: Dictionary)
|
||||
```
|
||||
|
||||
### finish\_fast
|
||||
|
||||
```gdscript
|
||||
func finish_fast()
|
||||
```
|
||||
|
||||
## Signals
|
||||
|
||||
- signal dialog_line_started():
|
||||
- signal dialog_line_finished():
|
||||
@@ -1,275 +0,0 @@
|
||||
<!-- 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)
|
||||
27
docs/api/esc_prompt_popup.gd.md
Normal file
27
docs/api/esc_prompt_popup.gd.md
Normal file
@@ -0,0 +1,27 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# esc\_prompt\_popup.gd
|
||||
|
||||
**Extends:** [WindowDialog](../WindowDialog)
|
||||
|
||||
## Description
|
||||
|
||||
A debug window which can run esc commands
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### past\_actions
|
||||
|
||||
```gdscript
|
||||
var past_actions
|
||||
```
|
||||
|
||||
Reference to the past actions display
|
||||
|
||||
### command
|
||||
|
||||
```gdscript
|
||||
var command
|
||||
```
|
||||
|
||||
Reference to the command input
|
||||
@@ -16,20 +16,108 @@ The escorie main script
|
||||
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
|
||||
Current game state
|
||||
* DEFAULT: Common game function
|
||||
* DIALOG: Game is playing a dialog
|
||||
* WAIT: Game is waiting
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### logger
|
||||
|
||||
```gdscript
|
||||
var logger: ESCLogger
|
||||
```
|
||||
|
||||
Logger used
|
||||
|
||||
### utils
|
||||
|
||||
```gdscript
|
||||
var utils: ESCUtils
|
||||
```
|
||||
|
||||
Several utilities
|
||||
|
||||
### inventory\_manager
|
||||
|
||||
```gdscript
|
||||
var inventory_manager: ESCInventoryManager
|
||||
```
|
||||
|
||||
The inventory manager instance
|
||||
|
||||
### action\_manager
|
||||
|
||||
```gdscript
|
||||
var action_manager: ESCActionManager
|
||||
```
|
||||
|
||||
The action manager instance
|
||||
|
||||
### esc\_compiler
|
||||
|
||||
```gdscript
|
||||
var esc_compiler: ESCCompiler
|
||||
```
|
||||
|
||||
ESC compiler instance
|
||||
|
||||
### event\_manager
|
||||
|
||||
```gdscript
|
||||
var event_manager: ESCEventManager
|
||||
```
|
||||
|
||||
ESC Event manager instance
|
||||
|
||||
### globals\_manager
|
||||
|
||||
```gdscript
|
||||
var globals_manager: ESCGlobalsManager
|
||||
```
|
||||
|
||||
ESC globals registry instance
|
||||
|
||||
### object\_manager
|
||||
|
||||
```gdscript
|
||||
var object_manager: ESCObjectManager
|
||||
```
|
||||
|
||||
ESC object manager instance
|
||||
|
||||
### command\_registry
|
||||
|
||||
```gdscript
|
||||
var command_registry: ESCCommandRegistry
|
||||
```
|
||||
|
||||
ESC command registry instance
|
||||
|
||||
### resource\_cache
|
||||
|
||||
```gdscript
|
||||
var resource_cache: ESCResourceCache
|
||||
```
|
||||
|
||||
Resource cache handler
|
||||
|
||||
### main\_menu\_instance
|
||||
|
||||
```gdscript
|
||||
var main_menu_instance
|
||||
```
|
||||
|
||||
The instance of the used main menu scene
|
||||
Instance of the main menu
|
||||
|
||||
### room\_terrain
|
||||
|
||||
```gdscript
|
||||
var room_terrain
|
||||
```
|
||||
|
||||
Terrain of the current room
|
||||
|
||||
### dialog\_player
|
||||
|
||||
@@ -45,71 +133,23 @@ Dialog player instantiator. This instance is called directly for dialogs.
|
||||
var inventory
|
||||
```
|
||||
|
||||
The inventory scene used
|
||||
Inventory scene
|
||||
|
||||
### room\_terrain
|
||||
### settings
|
||||
|
||||
```gdscript
|
||||
var room_terrain
|
||||
var settings: Dictionary
|
||||
```
|
||||
|
||||
The terrain of the current main room
|
||||
These are settings that the player can affect and save/load later
|
||||
|
||||
### esc\_compiler
|
||||
### settings\_default
|
||||
|
||||
```gdscript
|
||||
var esc_compiler
|
||||
var settings_default: Dictionary
|
||||
```
|
||||
|
||||
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
|
||||
These are default settings
|
||||
|
||||
### current\_state
|
||||
|
||||
@@ -127,6 +167,30 @@ var game_size
|
||||
|
||||
The game resolution
|
||||
|
||||
### main
|
||||
|
||||
```gdscript
|
||||
var main
|
||||
```
|
||||
|
||||
The main scene
|
||||
|
||||
### inputs\_manager
|
||||
|
||||
```gdscript
|
||||
var inputs_manager
|
||||
```
|
||||
|
||||
The escoria inputs manager
|
||||
|
||||
### save\_data
|
||||
|
||||
```gdscript
|
||||
var save_data
|
||||
```
|
||||
|
||||
Savegame management
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### new\_game
|
||||
@@ -137,19 +201,6 @@ 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
|
||||
|
||||
@@ -1,144 +0,0 @@
|
||||
<!-- 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)
|
||||
```
|
||||
|
||||
28
docs/api/inputs_manager.gd.md
Normal file
28
docs/api/inputs_manager.gd.md
Normal file
@@ -0,0 +1,28 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# inputs\_manager.gd
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
Escoria inputs manager
|
||||
Catches, handles and distributes input events for the game
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### hover\_stack
|
||||
|
||||
```gdscript
|
||||
var hover_stack: Array
|
||||
```
|
||||
|
||||
A LIFO stack of hovered items
|
||||
|
||||
### hotspot\_focused
|
||||
|
||||
```gdscript
|
||||
var hotspot_focused: String = ""
|
||||
```
|
||||
|
||||
The global id fo the topmost item from the hover_stack
|
||||
103
docs/api/main.gd.md
Normal file
103
docs/api/main.gd.md
Normal file
@@ -0,0 +1,103 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# main.gd
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
Escoria main room handling and scene switcher
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### last\_scene\_global\_id
|
||||
|
||||
```gdscript
|
||||
var last_scene_global_id: String
|
||||
```
|
||||
|
||||
Global id of the last scene the player was before current scene
|
||||
|
||||
### current\_scene
|
||||
|
||||
```gdscript
|
||||
var current_scene: Node
|
||||
```
|
||||
|
||||
Current scene room being displayed
|
||||
|
||||
### wait\_level
|
||||
|
||||
```gdscript
|
||||
var wait_level
|
||||
```
|
||||
|
||||
The Escoria context currently in wait state
|
||||
|
||||
### screen\_ofs
|
||||
|
||||
```gdscript
|
||||
var screen_ofs
|
||||
```
|
||||
|
||||
FIXME Document this variable
|
||||
|
||||
### bg\_music
|
||||
|
||||
```gdscript
|
||||
var bg_music
|
||||
```
|
||||
|
||||
Reference to the ESCBackgroundMusic node
|
||||
|
||||
### scene\_transition
|
||||
|
||||
```gdscript
|
||||
var scene_transition
|
||||
```
|
||||
|
||||
Reference to the scene transition node
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_scene
|
||||
|
||||
```gdscript
|
||||
func set_scene(p_scene: Node) -> void
|
||||
```
|
||||
|
||||
Set current scene
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_scene: Scene to set
|
||||
|
||||
### clear\_scene
|
||||
|
||||
```gdscript
|
||||
func clear_scene() -> void
|
||||
```
|
||||
|
||||
Cleanup the current scene
|
||||
|
||||
### set\_camera\_limits
|
||||
|
||||
```gdscript
|
||||
func set_camera_limits(camera_limit_id: int = 0) -> void
|
||||
```
|
||||
|
||||
Set the camera limits
|
||||
|
||||
#### Parameters
|
||||
|
||||
* camera_limits_id: The id of the room's camera limits to set
|
||||
|
||||
### check\_game\_scene\_methods
|
||||
|
||||
```gdscript
|
||||
func check_game_scene_methods()
|
||||
```
|
||||
|
||||
Sanity check that the game.tscn scene's root node script MUST
|
||||
implement the following methods. If they do not exist, stop immediately.
|
||||
Implement them, even if empty
|
||||
10
docs/api/main_scene.gd.md
Normal file
10
docs/api/main_scene.gd.md
Normal file
@@ -0,0 +1,10 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# main\_scene.gd
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
Main_scene is the entry point for Godot Engine.
|
||||
This scene sets up the main menu scene to load.
|
||||
94
docs/api/player_angles_finder.gd.md
Normal file
94
docs/api/player_angles_finder.gd.md
Normal file
@@ -0,0 +1,94 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# player\_angles\_finder.gd
|
||||
|
||||
**Extends:** [Node2D](../Node2D)
|
||||
|
||||
## Description
|
||||
|
||||
## Enumerations
|
||||
|
||||
### Directions
|
||||
|
||||
```gdscript
|
||||
const Directions: Dictionary = {"EAST":2,"NORTH":0,"NORTHEAST":1,"NORTHWEST":7,"SOUTH":4,"SOUTHEAST":3,"SOUTHWEST":5,"WEST":6}
|
||||
```
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### POLYGON\_DISTANCE
|
||||
|
||||
```gdscript
|
||||
const POLYGON_DISTANCE: int = 400
|
||||
```
|
||||
|
||||
### starting\_angles
|
||||
|
||||
```gdscript
|
||||
const starting_angles: Array = [0,0.785398,1.570796,2.356194,3.141593,3.926991,4.712389,5.497787]
|
||||
```
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### number\_of\_directions
|
||||
|
||||
```gdscript
|
||||
var number_of_directions: int
|
||||
```
|
||||
|
||||
### angle\_horizontal\_axes
|
||||
|
||||
```gdscript
|
||||
var angle_horizontal_axes: float
|
||||
```
|
||||
|
||||
### angle\_vertical\_axes
|
||||
|
||||
```gdscript
|
||||
var angle_vertical_axes: float
|
||||
```
|
||||
|
||||
### angle\_diagonal\_axes
|
||||
|
||||
```gdscript
|
||||
var angle_diagonal_axes: float
|
||||
```
|
||||
|
||||
### colors
|
||||
|
||||
```gdscript
|
||||
var colors
|
||||
```
|
||||
|
||||
### result\_angles
|
||||
|
||||
```gdscript
|
||||
var result_angles
|
||||
```
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### clear\_areas\_node
|
||||
|
||||
```gdscript
|
||||
func clear_areas_node()
|
||||
```
|
||||
|
||||
### calculate\_areas
|
||||
|
||||
```gdscript
|
||||
func calculate_areas(nb_directions: int = 8)
|
||||
```
|
||||
|
||||
### construct\_scene\_nodes
|
||||
|
||||
```gdscript
|
||||
func construct_scene_nodes(angles)
|
||||
```
|
||||
|
||||
### clamp360
|
||||
|
||||
```gdscript
|
||||
func clamp360(angle: float)
|
||||
```
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user