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:
Dennis Ploeger
2021-07-29 23:05:24 +02:00
committed by GitHub
parent df1ec0c814
commit 90f880d090
38 changed files with 622 additions and 480 deletions

View File

@@ -17,7 +17,6 @@ This allows you to create cut scenes with SKIP where the dialog can be
skipped, but also initiate locked#### down cutscenes with accept_input
NONE in :setup and accept_input ALL later in :ready.
@STUB
@ESC
## Method Descriptions

View File

@@ -35,7 +35,7 @@ Preload the dialog UI resources
### say
```gdscript
func say(character: String, params: Dictionary) -> var
func say(character: String, ui: String, line: String) -> var
```
A short one line dialog
@@ -43,8 +43,8 @@ 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
- ui: UI to use for the dialog
- line: Line to say
### finish\_fast

View File

@@ -1,6 +1,6 @@
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# inputs\_manager.gd
# ESCInputsManager
**Extends:** [Node](../Node)
@@ -9,8 +9,36 @@
Escoria inputs manager
Catches, handles and distributes input events for the game
## Constants Descriptions
### INPUT\_ALL
```gdscript
const INPUT_ALL: int = 0
```
### INPUT\_NONE
```gdscript
const INPUT_NONE: int = 1
```
### INPUT\_SKIP
```gdscript
const INPUT_SKIP: int = 2
```
## Property Descriptions
### input\_mode
```gdscript
var input_mode
```
The current input mode
### hover\_stack
```gdscript

View File

@@ -346,7 +346,9 @@ Set the angle
#### Parameters
Set the angle
- deg: The angle degree to set
- immediate: Set the angle immediately. If false will show intermediate
angles
### start\_talking

View File

@@ -34,4 +34,14 @@ The number of seconds until the event is run
func _init(p_event: ESCEvent, p_timeout: float)
```
Create a new scheduled event
Create a new scheduled event
### run
```gdscript
func run() -> int
```
Run the event
**Returns** The execution code

View File

@@ -1,35 +0,0 @@
<!-- 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

View File

@@ -6,13 +6,11 @@
## Description
`play_snd object file [loop]`
`play_snd file [player]`
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://...`
Plays the sound specificed with the "file" parameter on the sound player
`player`, without blocking. (player defaults to bg_sound)
@STUB
@ESC
## Method Descriptions
@@ -25,6 +23,14 @@ 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

View File

@@ -1,42 +0,0 @@
<!-- 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

View File

@@ -2,7 +2,7 @@
# SlideBlockCommand
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
**Extends:** [SlideCommand](../SlideCommand) < [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
## Description
@@ -18,26 +18,10 @@ where the player can't walk.
## 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
func run(command_params: Array) -> var
```
Run the command

View File

@@ -1,40 +0,0 @@
<!-- 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

View File

@@ -6,7 +6,7 @@
## Description
`turn_to object degrees`
`turn_to object degrees [immediate]`
Turns object to a degrees angle with a directions animation.
@@ -15,6 +15,9 @@ When turning to the destination angle, animations are played if they're
defined in animations. object must be player or interactive. degrees must
be between [0, 360] or an error is reported.
Set immediate to true to show directly switch to the direction and not
show intermediate angles
@STUB
@ESC

View File

@@ -6,6 +6,8 @@
## Description
A dialog GUI showing a dialog box and character portraits
## Property Descriptions
### current\_character
@@ -16,29 +18,7 @@ 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
```
The currently speaking character
### text\_speed\_per\_character
@@ -46,18 +26,56 @@ var tween
export var text_speed_per_character = 0.1
```
The text speed per character for normal display
### fast\_text\_speed\_per\_character
```gdscript
export var fast_text_speed_per_character = 0.25
```
The text speed per character if the dialog line is skipped
### max\_time\_to\_text\_disappear
```gdscript
export var max_time_to_text_disappear = 1
```
The time to wait before the dialog is finished
### avatar\_node
```gdscript
var avatar_node
```
The node holding the avatar
### name\_node
```gdscript
var name_node
```
The node holding the player name
### text\_node
```gdscript
var text_node
```
The node showing the text
### tween
```gdscript
var tween
```
The tween node for text animations
## Method Descriptions
### set\_current\_character
@@ -66,19 +84,32 @@ export var max_time_to_text_disappear = 1
func set_current_character(name: String)
```
Switch the current character
#### Parameters
- name: The name of the current character
### say
```gdscript
func say(character: String, params: Dictionary)
func say(character: String, line: String)
```
Make a character say something
#### Parameters
- character: The global id of the character speaking
- line: Line to say
### finish\_fast
```gdscript
func finish_fast()
```
Called by the dialog player when the
## Signals
- signal dialog_line_started():
- signal dialog_line_finished():
- signal dialog_line_started(): Signal emitted when a dialog line has started
- signal dialog_line_finished(): Signal emitted when a dialog line has finished

View File

@@ -6,38 +6,34 @@
## Description
A dialog UI using a label above the head of the character
## 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
```
The text speed per character for normal display
### fast\_text\_speed\_per\_character
```gdscript
export var fast_text_speed_per_character = 0.25
```
The text speed per character if the dialog line is skipped
### max\_time\_to\_text\_disappear
```gdscript
export var max_time_to_text_disappear = 2
```
The time to wait before the dialog is finished
### current\_character
```gdscript
@@ -46,21 +42,45 @@ var current_character
Current character speaking, to keep track of reference for animation purposes
### tween
```gdscript
var tween
```
Tween node for text animation
### text\_node
```gdscript
var text_node
```
The node showing the text
## Method Descriptions
### say
```gdscript
func say(character: String, params: Dictionary)
func say(character: String, line: String)
```
Make a character say something
#### Parameters
- character: The global id of the character speaking
- line: Line to say
### finish\_fast
```gdscript
func finish_fast()
```
Called by the dialog player when the
## Signals
- signal dialog_line_started():
- signal dialog_line_finished():
- signal dialog_line_started(): Signal emitted when a dialog line has started
- signal dialog_line_finished(): Signal emitted when a dialog line has finished

View File

@@ -132,7 +132,7 @@ Terrain of the current room
### dialog\_player
```gdscript
var dialog_player
var dialog_player: ESCDialogsPlayer
```
Dialog player instantiator. This instance is called directly for dialogs.
@@ -180,7 +180,7 @@ The main scene
### inputs\_manager
```gdscript
var inputs_manager
var inputs_manager: ESCInputsManager
```
The escoria inputs manager