Issue 315 (#341)
* feat: accept_input implemented * feat: More fixes for accept_input and tests for it * feat: play_snd implemented * fix: Removed game_over and queue_animation commands * docs: Automatic update of API docs * fix: FIxes schedule_event command * feat: Implemented slide and slide_block * feat: Implemented turn_to * docs: Automatic update of API docs Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
This commit is contained in:
@@ -9,7 +9,6 @@
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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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#
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# @STUB
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# @ESC
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extends ESCBaseCommand
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class_name AcceptInputCommand
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@@ -40,8 +39,12 @@ func validate(arguments: Array):
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# Run the command
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func run(command_params: Array) -> int:
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escoria.logger.report_errors(
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"accept_input: command not implemented",
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[]
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)
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return ESCExecution.RC_ERROR
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var mode = escoria.inputs_manager.INPUT_ALL
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match command_params[0]:
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"NONE":
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mode = escoria.inputs_manager.INPUT_NONE
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"SKIP":
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mode = escoria.inputs_manager.INPUT_SKIP
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escoria.inputs_manager.input_mode = mode
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return ESCExecution.RC_OK
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@@ -1,29 +0,0 @@
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# `game_over continue_enabled show_credits`
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#
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# Ends the game. Use the "continue_enabled" parameter to enable or disable the
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# continue button in the main menu afterwards. The "show_credits" parameter
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# loads the ui/end_credits scene if true. You can configure it to your regular
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# credits scene if you want.
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#
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# @STUB
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# @ESC
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extends ESCBaseCommand
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class_name GameOverCommand
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# Return the descriptor of the arguments of this command
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func configure() -> ESCCommandArgumentDescriptor:
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return ESCCommandArgumentDescriptor.new(
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0,
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[TYPE_BOOL, TYPE_BOOL],
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[false, true]
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)
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# Run the command
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func run(command_params: Array) -> int:
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escoria.logger.report_errors(
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"game_over: command not implemented",
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[]
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)
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return ESCExecution.RC_ERROR
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@@ -1,10 +1,8 @@
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# `play_snd object file [loop]`
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# `play_snd file [player]`
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#
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# Plays the sound specificed with the "file" parameter on the object, without
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# blocking. You can play background sounds, eg. during scene changes, with
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# `play_snd bg_snd res://...`
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# Plays the sound specificed with the "file" parameter on the sound player
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# `player`, without blocking. (player defaults to bg_sound)
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#
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# @STUB
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# @ESC
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extends ESCBaseCommand
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class_name PlaySndCommand
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@@ -14,15 +12,31 @@ class_name PlaySndCommand
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func configure() -> ESCCommandArgumentDescriptor:
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return ESCCommandArgumentDescriptor.new(
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2,
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[TYPE_STRING, TYPE_STRING, TYPE_BOOL],
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[null, null, false]
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[TYPE_STRING, TYPE_STRING],
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[null, "bg_sound"]
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)
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# Validate wether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.has(arguments[0]):
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escoria.logger.report_errors(
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"play_snd: invalid sound player",
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["Sound player %s not registered" % arguments[0]]
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)
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return false
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if not ResourceLoader.exists(arguments[1]):
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escoria.logger.report_errors(
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"play_snd: invalid parameter",
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["File %s not found" % arguments[1]]
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)
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return false
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return .validate(arguments)
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# Run the command
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func run(command_params: Array) -> int:
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escoria.logger.report_errors(
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"play_snd: command not implemented",
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[]
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escoria.object_manager.get_object(command_params[1]).node.set_state(
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command_params[0]
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)
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return ESCExecution.RC_ERROR
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return ESCExecution.RC_OK
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@@ -1,42 +0,0 @@
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# `queue_animation object animation`
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#
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# Similar to queue_resource, queues the resources necessary to have an
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# animation loaded on an item. The resource paths are taken from the item
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# placeholders.
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#
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# @STUB
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# @ESC
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extends ESCBaseCommand
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class_name QueueAnimationCommand
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# Return the descriptor of the arguments of this command
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func configure() -> ESCCommandArgumentDescriptor:
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return ESCCommandArgumentDescriptor.new(
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2,
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[TYPE_STRING, TYPE_STRING],
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[null, null]
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)
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# Validate wether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[0]):
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escoria.logger.report_errors(
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"queue_animation: invalid first object",
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[
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"Object with global id %s not found" % arguments[0]
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]
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)
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return false
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# TODO: Check if animation is valid
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return .validate(arguments)
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# Run the command
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func run(command_params: Array) -> int:
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escoria.logger.report_errors(
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"queue_animation: command not implemented",
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[]
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)
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return ESCExecution.RC_ERROR
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@@ -53,21 +53,6 @@ func run(command_params: Array) -> int:
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if command_params.size() > 2:
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dialog_scene_name = command_params[2]
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# Manage translation/voice lines keys in the form of:
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# line_key:"Default line text"
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# If a line_key exists, we'll set it a label as it will automatically be
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# translated
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var dialog_key_line = command_params[1].split(":", true, 1)
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if dialog_key_line.size() > 1:
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dialog_key_line[1] = dialog_key_line[1].trim_prefix("\"")
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dict = {
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"key": dialog_key_line[0],
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"line": dialog_key_line[1] if dialog_key_line.size() > 1 \
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else dialog_key_line[0],
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"ui": dialog_scene_name
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}
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escoria.current_state = escoria.GAME_STATE.DIALOG
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if !escoria.dialog_player:
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@@ -80,6 +65,10 @@ func run(command_params: Array) -> int:
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)
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return ESCExecution.RC_ERROR
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escoria.dialog_player.say(command_params[0], dict)
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escoria.dialog_player.say(
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command_params[0],
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dialog_scene_name,
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command_params[1]
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)
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yield(escoria.dialog_player, "dialog_line_finished")
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return ESCExecution.RC_OK
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@@ -20,7 +20,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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# Validate wether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[1]):
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if not escoria.object_manager.has(arguments[1]):
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escoria.logger.report_errors(
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"sched_event: invalid object",
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[
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@@ -11,12 +11,16 @@ extends ESCBaseCommand
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class_name SlideCommand
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# A hash of tweens currently active for animated items
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var _tweens: Dictionary
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# Return the descriptor of the arguments of this command
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func configure() -> ESCCommandArgumentDescriptor:
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return ESCCommandArgumentDescriptor.new(
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2,
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[TYPE_STRING, TYPE_STRING, TYPE_INT],
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[null, null, null]
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[null, null, -1]
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)
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@@ -34,17 +38,64 @@ func validate(arguments: Array):
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escoria.logger.report_errors(
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"slide: invalid second object",
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[
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"Object with global id %s not found" % arguments[0]
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"Object with global id %s not found" % arguments[1]
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]
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)
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return false
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return .validate(arguments)
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# Slide the object by generating a tween
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#
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# #### Parameters
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#
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# - source: The item to slide
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# - destination: The destination item to slide to
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# - speed: The speed at which to slide (will default to the
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#
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# **Returns** The generated (and started) tween
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func _slide_object(
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source: ESCObject,
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destination: ESCObject,
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speed: int = -1
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) -> Tween:
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if speed == -1:
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speed = source.node.speed
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if _tweens.has(source.global_id):
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var tween = (_tweens.get(source.global_id) as Tween)
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tween.stop_all()
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if (escoria.main as Node).has_node(tween.name):
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(escoria.main as Node).remove_child(tween)
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var tween = Tween.new()
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(escoria.main as Node).add_child(tween)
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var duration = source.node.position.distance_to(
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destination.node.position
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) / speed
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tween.interpolate_property(
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source.node,
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"global_position",
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source.node.global_position,
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destination.node.global_position,
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duration
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)
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tween.start()
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_tweens[source.global_id] = tween
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return tween
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# Run the command
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func run(command_params: Array) -> int:
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escoria.logger.report_errors(
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"slide: command not implemented",
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[]
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_slide_object(
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escoria.object_manager.get_object(command_params[0]),
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escoria.object_manager.get_object(command_params[1]),
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command_params[2]
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)
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return ESCExecution.RC_ERROR
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return ESCExecution.RC_OK
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@@ -7,44 +7,16 @@
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#
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# @STUB
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# @ESC
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extends ESCBaseCommand
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extends SlideCommand
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class_name SlideBlockCommand
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# Return the descriptor of the arguments of this command
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func configure() -> ESCCommandArgumentDescriptor:
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return ESCCommandArgumentDescriptor.new(
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2,
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[TYPE_STRING, TYPE_STRING, TYPE_INT],
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[null, null, null]
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)
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# Validate wether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.object_manager.objects.has(arguments[0]):
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escoria.logger.report_errors(
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"slide_block: invalid first object",
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[
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"Object with global id %s not found" % arguments[0]
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]
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)
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return false
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if not escoria.object_manager.objects.has(arguments[1]):
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escoria.logger.report_errors(
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"slide_block: invalid second object",
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[
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"Object with global id %s not found" % arguments[0]
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]
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)
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return false
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return .validate(arguments)
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# Run the command
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func run(command_params: Array) -> int:
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escoria.logger.report_errors(
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"slide_block: command not implemented",
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[]
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var tween = _slide_object(
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escoria.object_manager.get_object(command_params[0]),
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escoria.object_manager.get_object(command_params[1]),
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command_params[2]
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)
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return ESCExecution.RC_ERROR
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yield(tween, "tween_all_completed")
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return ESCExecution.RC_OK
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@@ -1,4 +1,4 @@
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# `turn_to object degrees`
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# `turn_to object degrees [immediate]`
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#
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# Turns object to a degrees angle with a directions animation.
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#
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@@ -6,6 +6,9 @@
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# When turning to the destination angle, animations are played if they're
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# defined in animations. object must be player or interactive. degrees must
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# be between [0, 360] or an error is reported.
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#
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# Set immediate to true to show directly switch to the direction and not
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# show intermediate angles
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#
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# @STUB
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# @ESC
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@@ -17,8 +20,8 @@ class_name TurnToCommand
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func configure() -> ESCCommandArgumentDescriptor:
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return ESCCommandArgumentDescriptor.new(
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2,
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[TYPE_STRING, TYPE_INT],
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[null, true]
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[TYPE_STRING, TYPE_INT, TYPE_BOOL],
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[null, null, false]
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)
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@@ -32,13 +35,22 @@ func validate(arguments: Array):
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]
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)
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return false
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if arguments[1] < 0 or arguments[1] > 360:
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escoria.logger.report_errors(
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"turn_to: invalid degrees",
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[
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"Degree %d not between 0 and 360" % arguments[1]
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]
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)
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return false
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return .validate(arguments)
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# Run the command
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func run(command_params: Array) -> int:
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escoria.logger.report_errors(
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"turn_to: command not implemented",
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[]
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)
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return ESCExecution.RC_ERROR
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(escoria.object_manager.get_object(command_params[0]).node as ESCItem)\
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.set_angle(
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command_params[1],
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command_params[2]
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)
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return ESCExecution.RC_OK
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@@ -15,3 +15,10 @@ var timeout: float
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func _init(p_event: ESCEvent, p_timeout: float):
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self.event = p_event
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self.timeout = p_timeout
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# Run the event
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#
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# **Returns** The execution code
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func run() -> int:
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return event.run()
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@@ -318,7 +318,9 @@ func has_moved() -> bool:
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#
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# #### Parameters
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#
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# Set the angle
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# - deg: The angle degree to set
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# - immediate: Set the angle immediately. If false will show intermediate
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# angles
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func set_angle(deg: int, immediate = true):
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_movable.set_angle(deg, immediate)
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@@ -52,7 +52,7 @@ var main_menu_instance
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var room_terrain
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# Dialog player instantiator. This instance is called directly for dialogs.
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var dialog_player
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var dialog_player: ESCDialogsPlayer
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# Inventory scene
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var inventory
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@@ -71,7 +71,7 @@ onready var game_size = get_viewport().size
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onready var main = $main
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# The escoria inputs manager
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onready var inputs_manager = $inputs_manager
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var inputs_manager: ESCInputsManager
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# Savegames and settings manager
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var save_manager: ESCSaveManager
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@@ -92,6 +92,7 @@ func _init():
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self.resource_cache = ESCResourceCache.new()
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self.resource_cache.start()
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self.save_manager = ESCSaveManager.new()
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self.inputs_manager = ESCInputsManager.new()
|
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# Load settings
|
||||
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||||
@@ -1,15 +1,11 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://addons/escoria-core/game/main.tscn" type="PackedScene" id=2]
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[ext_resource path="res://addons/escoria-core/game/escoria.gd" type="Script" id=3]
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[ext_resource path="res://addons/escoria-core/game/inputs_manager.gd" type="Script" id=5]
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[node name="escoria" type="Node"]
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script = ExtResource( 3 )
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[node name="inputs_manager" type="Node" parent="."]
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script = ExtResource( 5 )
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[node name="main" parent="." instance=ExtResource( 2 )]
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[editable path="main"]
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@@ -1,14 +1,29 @@
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# Escoria inputs manager
|
||||
# Catches, handles and distributes input events for the game
|
||||
tool
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extends Node
|
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class_name ESCInputsManager
|
||||
|
||||
|
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# Valid input flags
|
||||
# * INPUT_ALL: All input is allowed
|
||||
# * INPUT_NONE: No input is allowed at all
|
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# * INPUT_SKIP: Only skipping dialogs is allowed
|
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enum {
|
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INPUT_ALL,
|
||||
INPUT_NONE,
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INPUT_SKIP,
|
||||
}
|
||||
|
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|
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# The current input mode
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var input_mode = INPUT_ALL
|
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|
||||
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# A LIFO stack of hovered items
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onready var hover_stack: Array = []
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var hover_stack: Array = []
|
||||
|
||||
# The global id fo the topmost item from the hover_stack
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||||
onready var hotspot_focused: String = ""
|
||||
var hotspot_focused: String = ""
|
||||
|
||||
|
||||
# Input event handler
|
||||
@@ -20,7 +35,7 @@ func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("esc_show_debug_prompt"):
|
||||
escoria.main.get_node("layers/debug_layer/esc_prompt_popup").popup()
|
||||
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
if input_mode == INPUT_ALL and event.is_action_pressed("ui_cancel"):
|
||||
_on_pause_menu_requested()
|
||||
|
||||
if ProjectSettings.get_setting("escoria/ui/tooltip_follows_mouse"):
|
||||
@@ -35,7 +50,7 @@ func _input(event: InputEvent) -> void:
|
||||
#
|
||||
# - position: Position of the click
|
||||
func _on_left_click_on_bg(position: Vector2) -> void:
|
||||
if hotspot_focused.empty():
|
||||
if input_mode == INPUT_ALL and hotspot_focused.empty():
|
||||
escoria.logger.info("Left click on background at ", [str(position)])
|
||||
escoria.main.current_scene.game.left_click_on_bg(position)
|
||||
|
||||
@@ -46,8 +61,10 @@ func _on_left_click_on_bg(position: Vector2) -> void:
|
||||
#
|
||||
# - position: Position of the click
|
||||
func _on_double_left_click_on_bg(position: Vector2) -> void:
|
||||
if hotspot_focused.empty():
|
||||
escoria.logger.info("Double left click on background at ", [str(position)])
|
||||
if input_mode == INPUT_ALL and hotspot_focused.empty():
|
||||
escoria.logger.info(
|
||||
"Double left click on background at %s" % str(position)
|
||||
)
|
||||
escoria.main.current_scene.game.left_double_click_on_bg(position)
|
||||
|
||||
|
||||
@@ -57,7 +74,7 @@ func _on_double_left_click_on_bg(position: Vector2) -> void:
|
||||
#
|
||||
# - position: Position of the click
|
||||
func _on_right_click_on_bg(position: Vector2) -> void:
|
||||
if hotspot_focused.empty():
|
||||
if input_mode == INPUT_ALL and hotspot_focused.empty():
|
||||
escoria.logger.info("Right click on background at ", [str(position)])
|
||||
escoria.main.current_scene.game.right_click_on_bg(position)
|
||||
|
||||
@@ -68,9 +85,17 @@ func _on_right_click_on_bg(position: Vector2) -> void:
|
||||
#
|
||||
# - inventory_item_global_id: The global id of the clicked inventory item
|
||||
# - event: The input event received
|
||||
func _on_mouse_left_click_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
|
||||
escoria.logger.info("Inventory item left clicked ", [inventory_item_global_id])
|
||||
escoria.main.current_scene.game.left_click_on_inventory_item(inventory_item_global_id, event)
|
||||
func _on_mouse_left_click_inventory_item(
|
||||
inventory_item_global_id: String,
|
||||
event: InputEvent
|
||||
) -> void:
|
||||
escoria.logger.info(
|
||||
"Inventory item left clicked %s " % inventory_item_global_id
|
||||
)
|
||||
escoria.main.current_scene.game.left_click_on_inventory_item(
|
||||
inventory_item_global_id,
|
||||
event
|
||||
)
|
||||
|
||||
|
||||
# An inventory item was clicked with the RMB
|
||||
@@ -79,9 +104,18 @@ func _on_mouse_left_click_inventory_item(inventory_item_global_id: String, event
|
||||
#
|
||||
# - inventory_item_global_id: The global id of the clicked inventory item
|
||||
# - event: The input event received
|
||||
func _on_mouse_right_click_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
|
||||
escoria.logger.info("Inventory item right clicked ", [inventory_item_global_id])
|
||||
escoria.main.current_scene.game.right_click_on_inventory_item(inventory_item_global_id, event)
|
||||
func _on_mouse_right_click_inventory_item(
|
||||
inventory_item_global_id: String,
|
||||
event: InputEvent
|
||||
) -> void:
|
||||
if input_mode == INPUT_ALL:
|
||||
escoria.logger.info(
|
||||
"Inventory item right clicked " % inventory_item_global_id
|
||||
)
|
||||
escoria.main.current_scene.game.right_click_on_inventory_item(
|
||||
inventory_item_global_id,
|
||||
event
|
||||
)
|
||||
|
||||
|
||||
# An inventory item was doublce-clicked with the LMB
|
||||
@@ -90,19 +124,33 @@ func _on_mouse_right_click_inventory_item(inventory_item_global_id: String, even
|
||||
#
|
||||
# - inventory_item_global_id: The global id of the clicked inventory item
|
||||
# - event: The input event received
|
||||
func _on_mouse_double_left_click_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
|
||||
escoria.logger.info("Inventory item double left clicked ", [inventory_item_global_id])
|
||||
escoria.main.current_scene.game.left_double_click_on_inventory_item(inventory_item_global_id, event)
|
||||
func _on_mouse_double_left_click_inventory_item(
|
||||
inventory_item_global_id: String,
|
||||
event: InputEvent
|
||||
) -> void:
|
||||
if input_mode == INPUT_ALL:
|
||||
escoria.logger.info(
|
||||
"Inventory item double left clicked " % inventory_item_global_id
|
||||
)
|
||||
escoria.main.current_scene.game.left_double_click_on_inventory_item(
|
||||
inventory_item_global_id,
|
||||
event
|
||||
)
|
||||
|
||||
|
||||
# The mouse entered an inventory item
|
||||
#
|
||||
# #### Parameters
|
||||
#
|
||||
# - inventory_item_global_id: The global id of the inventory item that is hovered
|
||||
# - inventory_item_global_id: The global id of the inventory item
|
||||
# that is hovered
|
||||
func _on_mouse_entered_inventory_item(inventory_item_global_id: String) -> void:
|
||||
escoria.logger.info("Inventory item focused ", [inventory_item_global_id])
|
||||
escoria.main.current_scene.game.inventory_item_focused(inventory_item_global_id)
|
||||
escoria.logger.info(
|
||||
"Inventory item focused " % inventory_item_global_id
|
||||
)
|
||||
escoria.main.current_scene.game.inventory_item_focused(
|
||||
inventory_item_global_id
|
||||
)
|
||||
|
||||
|
||||
# The mouse exited an inventory item
|
||||
@@ -155,9 +203,13 @@ func _on_mouse_exited_item(item: ESCItem) -> void:
|
||||
# - item: The Escoria item clicked
|
||||
# - event: The input event from the click
|
||||
func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
|
||||
if hover_stack.empty() or hover_stack.back() == item:
|
||||
escoria.logger.info("Item left clicked", [item.global_id, event])
|
||||
escoria.main.current_scene.game.left_click_on_item(item.global_id, event)
|
||||
if input_mode == INPUT_ALL:
|
||||
if hover_stack.empty() or hover_stack.back() == item:
|
||||
escoria.logger.info("Item left clicked", [item.global_id, event])
|
||||
escoria.main.current_scene.game.left_click_on_item(
|
||||
item.global_id,
|
||||
event
|
||||
)
|
||||
|
||||
|
||||
# An Escoria item was double-clicked with the LMB
|
||||
@@ -166,9 +218,16 @@ func _on_mouse_left_clicked_item(item: ESCItem, event: InputEvent) -> void:
|
||||
#
|
||||
# - item: The Escoria item clicked
|
||||
# - event: The input event from the click
|
||||
func _on_mouse_left_double_clicked_item(item: ESCItem, event: InputEvent) -> void:
|
||||
escoria.logger.info("Item left double clicked", [item.global_id, event])
|
||||
escoria.main.current_scene.game.left_double_click_on_item(item.global_id, event)
|
||||
func _on_mouse_left_double_clicked_item(
|
||||
item: ESCItem,
|
||||
event: InputEvent
|
||||
) -> void:
|
||||
if input_mode == INPUT_ALL:
|
||||
escoria.logger.info("Item left double clicked", [item.global_id, event])
|
||||
escoria.main.current_scene.game.left_double_click_on_item(
|
||||
item.global_id,
|
||||
event
|
||||
)
|
||||
|
||||
|
||||
# An Escoria item was clicked with the RMB
|
||||
@@ -178,8 +237,12 @@ func _on_mouse_left_double_clicked_item(item: ESCItem, event: InputEvent) -> voi
|
||||
# - item: The Escoria item clicked
|
||||
# - event: The input event from the click
|
||||
func _on_mouse_right_clicked_item(item: ESCItem, event: InputEvent) -> void:
|
||||
escoria.logger.info("Item right clicked", [item.global_id, event])
|
||||
escoria.main.current_scene.game.right_click_on_item(item.global_id, event)
|
||||
if input_mode == INPUT_ALL:
|
||||
escoria.logger.info("Item right clicked", [item.global_id, event])
|
||||
escoria.main.current_scene.game.right_click_on_item(
|
||||
item.global_id,
|
||||
event
|
||||
)
|
||||
|
||||
|
||||
# The mousewheel was turned
|
||||
|
||||
@@ -32,6 +32,13 @@ func _ready():
|
||||
preload_resources(ProjectSettings.get_setting("escoria/ui/dialogs_folder"))
|
||||
|
||||
|
||||
# Trigger the finish fast function on the dialog ui
|
||||
func _input(event):
|
||||
if event is InputEventMouseButton and \
|
||||
event.pressed:
|
||||
finish_fast()
|
||||
|
||||
|
||||
# Preload the dialog UI resources
|
||||
#
|
||||
# #### Parameters
|
||||
@@ -72,20 +79,23 @@ func preload_resources(path: String) -> void:
|
||||
# #### Parameters
|
||||
#
|
||||
# - character: Character that is talking
|
||||
# - params: A dictionary of parameters. Currently only "line" is supported and
|
||||
# holds the line the character should say
|
||||
func say(character: String, params: Dictionary) -> void:
|
||||
# - ui: UI to use for the dialog
|
||||
# - line: Line to say
|
||||
func say(character: String, ui: String, line: String) -> void:
|
||||
is_speaking = true
|
||||
_dialog_ui = get_resource(params.ui).instance()
|
||||
_dialog_ui = get_resource(ui).instance()
|
||||
get_parent().add_child(_dialog_ui)
|
||||
_dialog_ui.say(character, params)
|
||||
_dialog_ui.say(character, line)
|
||||
yield(_dialog_ui, "dialog_line_finished")
|
||||
is_speaking = false
|
||||
emit_signal("dialog_line_finished")
|
||||
|
||||
|
||||
# Called when a dialog line is skipped
|
||||
func finish_fast() -> void:
|
||||
_dialog_ui.finish_fast()
|
||||
if is_speaking and\
|
||||
escoria.inputs_manager.input_mode != escoria.inputs_manager.INPUT_NONE:
|
||||
_dialog_ui.finish_fast()
|
||||
|
||||
|
||||
# Display a list of choices
|
||||
|
||||
@@ -1,19 +1,42 @@
|
||||
# A dialog GUI showing a dialog box and character portraits
|
||||
tool
|
||||
extends PanelContainer
|
||||
|
||||
|
||||
# Signal emitted when a dialog line has started
|
||||
signal dialog_line_started
|
||||
|
||||
# Signal emitted when a dialog line has finished
|
||||
signal dialog_line_finished
|
||||
|
||||
export(String) var current_character setget set_current_character
|
||||
onready var avatar_node = $MarginContainer/HSplitContainer/VBoxContainer/avatar
|
||||
onready var name_node = $MarginContainer/HSplitContainer/VBoxContainer/name
|
||||
onready var text_node = $MarginContainer/HSplitContainer/text
|
||||
onready var tween = text_node.get_node("Tween")
|
||||
|
||||
# The currently speaking character
|
||||
export(String) var current_character setget set_current_character
|
||||
|
||||
# The text speed per character for normal display
|
||||
export(float, 0.0, 0.3) var text_speed_per_character = 0.1
|
||||
|
||||
# The text speed per character if the dialog line is skipped
|
||||
export(float) var fast_text_speed_per_character = 0.25
|
||||
|
||||
# The time to wait before the dialog is finished
|
||||
export(float) var max_time_to_text_disappear = 1.0
|
||||
|
||||
|
||||
# The node holding the avatar
|
||||
onready var avatar_node = $MarginContainer/HSplitContainer/VBoxContainer/avatar
|
||||
|
||||
# The node holding the player name
|
||||
onready var name_node = $MarginContainer/HSplitContainer/VBoxContainer/name
|
||||
|
||||
# The node showing the text
|
||||
onready var text_node = $MarginContainer/HSplitContainer/text
|
||||
|
||||
# The tween node for text animations
|
||||
onready var tween = text_node.get_node("Tween")
|
||||
|
||||
|
||||
# Build up the UI
|
||||
func _ready():
|
||||
var centered_position_on_screen = Vector2(
|
||||
ProjectSettings.get_setting("display/window/size/width") / 2,
|
||||
@@ -21,8 +44,17 @@ func _ready():
|
||||
) - rect_size / 2
|
||||
rect_position = centered_position_on_screen
|
||||
text_node.bbcode_enabled = true
|
||||
$MarginContainer/HSplitContainer/text/Tween.connect("tween_completed", self, "_on_dialog_line_typed")
|
||||
|
||||
$MarginContainer/HSplitContainer/text/Tween.connect(
|
||||
"tween_completed",
|
||||
self,
|
||||
"_on_dialog_line_typed"
|
||||
)
|
||||
|
||||
|
||||
# Switch the current character
|
||||
#
|
||||
# #### Parameters
|
||||
# - name: The name of the current character
|
||||
func set_current_character(name: String):
|
||||
current_character = name
|
||||
if $dialog_avatars:
|
||||
@@ -32,32 +64,28 @@ func set_current_character(name: String):
|
||||
avatar_node.texture = null
|
||||
|
||||
|
||||
"""
|
||||
Make a character say something.
|
||||
|
||||
character: global id of the character who speaks
|
||||
params: Dictionary
|
||||
line: line of dialog to say
|
||||
"""
|
||||
func say(character : String, params : Dictionary) :
|
||||
# Make a character say something
|
||||
#
|
||||
# #### Parameters
|
||||
# - character: The global id of the character speaking
|
||||
# - line: Line to say
|
||||
func say(character: String, line: String) :
|
||||
show()
|
||||
emit_signal("dialog_line_started")
|
||||
set_current_character(character)
|
||||
|
||||
if !params["line"]:
|
||||
escoria.logger.report_errors("dialog_box_inset.gd:say()", ["No line field in params!"])
|
||||
return
|
||||
|
||||
text_node.bbcode_text = params["line"]
|
||||
text_node.bbcode_text = tr(line)
|
||||
|
||||
text_node.percent_visible = 0.0
|
||||
var time_show_full_text = text_speed_per_character * len(params["line"])
|
||||
var time_show_full_text = text_speed_per_character * len(line)
|
||||
|
||||
tween.interpolate_property(text_node, "percent_visible",
|
||||
0.0, 1.0, time_show_full_text,
|
||||
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
|
||||
tween.start()
|
||||
|
||||
|
||||
# Called by the dialog player when the
|
||||
func finish_fast():
|
||||
tween.stop(text_node)
|
||||
tween.interpolate_property(text_node, "percent_visible",
|
||||
@@ -66,18 +94,18 @@ func finish_fast():
|
||||
tween.start()
|
||||
|
||||
|
||||
# The dialog line was printed, start the waiting time and then finish
|
||||
# the dialog
|
||||
func _on_dialog_line_typed(object, key):
|
||||
text_node.visible_characters = -1
|
||||
$Timer.start(max_time_to_text_disappear)
|
||||
$Timer.connect("timeout", self, "_on_dialog_finished")
|
||||
|
||||
|
||||
# Ending the dialog
|
||||
func _on_dialog_finished():
|
||||
escoria.current_state = escoria.GAME_STATE.DEFAULT
|
||||
emit_signal("dialog_line_finished")
|
||||
queue_free()
|
||||
|
||||
|
||||
func _input(event):
|
||||
if event is InputEventMouseButton:
|
||||
if event.pressed:
|
||||
finish_fast()
|
||||
|
||||
@@ -1,39 +1,51 @@
|
||||
# A dialog UI using a label above the head of the character
|
||||
extends RichTextLabel
|
||||
|
||||
|
||||
# Signal emitted when a dialog line has started
|
||||
signal dialog_line_started
|
||||
|
||||
# Signal emitted when a dialog line has finished
|
||||
signal dialog_line_finished
|
||||
|
||||
onready var tween = $Tween
|
||||
onready var text_node = self
|
||||
|
||||
# The text speed per character for normal display
|
||||
export(float, 0.0, 0.3) var text_speed_per_character = 0.1
|
||||
|
||||
# The text speed per character if the dialog line is skipped
|
||||
export(float) var fast_text_speed_per_character = 0.25
|
||||
|
||||
# The time to wait before the dialog is finished
|
||||
export(float) var max_time_to_text_disappear = 2.0
|
||||
|
||||
|
||||
# Current character speaking, to keep track of reference for animation purposes
|
||||
var current_character
|
||||
|
||||
|
||||
# Tween node for text animation
|
||||
onready var tween = $Tween
|
||||
|
||||
# The node showing the text
|
||||
onready var text_node = self
|
||||
|
||||
|
||||
# Enable bbcode and catch the signal when a tween completed
|
||||
func _ready():
|
||||
bbcode_enabled = true
|
||||
$Tween.connect("tween_completed", self, "_on_dialog_line_typed")
|
||||
|
||||
"""
|
||||
Make a character say something.
|
||||
|
||||
character: global id of the character who speaks
|
||||
params: Dictionary
|
||||
line: line of dialog to say
|
||||
"""
|
||||
func say(character: String, params: Dictionary) :
|
||||
# Make a character say something
|
||||
#
|
||||
# #### Parameters
|
||||
# - character: The global id of the character speaking
|
||||
# - line: Line to say
|
||||
func say(character: String, line: String) :
|
||||
show()
|
||||
|
||||
emit_signal("dialog_line_started")
|
||||
|
||||
if !params["line"]:
|
||||
escoria.logger.report_errors("dialog_box_inset.gd:say()", ["No line field in params!"])
|
||||
return
|
||||
|
||||
# Position the RichTextLabel on the character's dialog position, if any.
|
||||
current_character = escoria.object_manager.get_object(character).node
|
||||
rect_position = current_character.get_node("dialog_position").get_global_transform_with_canvas().origin
|
||||
@@ -45,21 +57,19 @@ func say(character: String, params: Dictionary) :
|
||||
var text_color = current_character.dialog_color
|
||||
var text_color_html = text_color.to_html(false)
|
||||
|
||||
if params["key"] != params["line"]:
|
||||
text_node.bbcode_text = "[center][color=#" + text_color_html + "]" \
|
||||
.format([text_color_html]) + tr(params["key"]) + "[/color][center]"
|
||||
else:
|
||||
text_node.bbcode_text = "[center][color=#" + text_color_html + "]" \
|
||||
.format([text_color_html]) + params["line"] + "[/color][center]"
|
||||
text_node.bbcode_text = "[center][color=#" + text_color_html + "]" \
|
||||
.format([text_color_html]) + tr(line) + "[/color][center]"
|
||||
|
||||
text_node.percent_visible = 0.0
|
||||
var time_show_full_text = text_speed_per_character * len(params["line"])
|
||||
var time_show_full_text = text_speed_per_character * len(line)
|
||||
|
||||
tween.interpolate_property(text_node, "percent_visible",
|
||||
0.0, 1.0, time_show_full_text,
|
||||
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
|
||||
tween.start()
|
||||
|
||||
|
||||
# Called by the dialog player when the
|
||||
func finish_fast():
|
||||
tween.stop(text_node)
|
||||
tween.interpolate_property(text_node, "percent_visible",
|
||||
@@ -68,11 +78,15 @@ func finish_fast():
|
||||
tween.start()
|
||||
|
||||
|
||||
# The dialog line was printed, start the waiting time and then finish
|
||||
# the dialog
|
||||
func _on_dialog_line_typed(object, key):
|
||||
text_node.visible_characters = -1
|
||||
$Timer.start(max_time_to_text_disappear)
|
||||
$Timer.connect("timeout", self, "_on_dialog_finished")
|
||||
|
||||
|
||||
# Ending the dialog
|
||||
func _on_dialog_finished():
|
||||
current_character.stop_talking()
|
||||
emit_signal("dialog_line_finished")
|
||||
|
||||
Reference in New Issue
Block a user