Optimized Docs (#7)
Authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
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
|
||||
Reference in New Issue
Block a user