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>
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docs/esc.md
36
docs/esc.md
@@ -140,8 +140,6 @@ Some commands will block execution of the event until they finish, others won't.
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<!-- ESCCOMMANDS -->
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#### <a name="AcceptInputCommand.md"></a>`accept_input [ALL|NONE|SKIP]` [API-Doc](api/AcceptInputCommand.md)
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**This command is currently not fully implemented.**
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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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@@ -222,14 +220,6 @@ both be integers.
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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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#### <a name="GameOverCommand.md"></a>`game_over continue_enabled show_credits` [API-Doc](api/GameOverCommand.md)
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**This command is currently not fully implemented.**
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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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#### <a name="IncGlobalCommand.md"></a>`inc_global name value` [API-Doc](api/IncGlobalCommand.md)
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Adds the value to global with given "name". Value and global must both be
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@@ -240,20 +230,10 @@ Add an item to the inventory
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#### <a name="InventoryRemoveCommand.md"></a>`inventory_remove item` [API-Doc](api/InventoryRemoveCommand.md)
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Remove an item from the inventory.
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#### <a name="PlaySndCommand.md"></a>`play_snd object file [loop]` [API-Doc](api/PlaySndCommand.md)
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#### <a name="PlaySndCommand.md"></a>`play_snd file [player]` [API-Doc](api/PlaySndCommand.md)
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**This command is currently not fully implemented.**
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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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#### <a name="QueueAnimationCommand.md"></a>`queue_animation object animation` [API-Doc](api/QueueAnimationCommand.md)
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**This command is currently not fully implemented.**
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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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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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#### <a name="QueueResourceCommand.md"></a>`queue_resource path [front_of_queue]` [API-Doc](api/QueueResourceCommand.md)
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Queues the load of a resource in a background thread. The `path` must be a
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@@ -345,10 +325,6 @@ Moves object1 towards the position of object2, at the speed determined by
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object1's "speed" property, unless overridden. This command is non-blocking.
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It does not respect the room's navigation polygons, so you can move items
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where the player can't walk.
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#### <a name="SpawnCommand.md"></a>`spawn path [object2]` [API-Doc](api/SpawnCommand.md)
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Instances a scene determined by "path", and places in the position of
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object2 (object2 is optional)
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#### <a name="StopCommand.md"></a>`stop` [API-Doc](api/StopCommand.md)
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Stops the event's execution.
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@@ -360,7 +336,7 @@ FIXME re-add the angle parameter here
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Sets the position of object1 to the position (x,y).
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FIXME re-add the angle parameter here
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#### <a name="TurnToCommand.md"></a>`turn_to object degrees` [API-Doc](api/TurnToCommand.md)
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#### <a name="TurnToCommand.md"></a>`turn_to object degrees [immediate]` [API-Doc](api/TurnToCommand.md)
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**This command is currently not fully implemented.**
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@@ -370,6 +346,9 @@ Turns object to a degrees angle with a directions animation.
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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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Set immediate to true to show directly switch to the direction and not
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show intermediate angles
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#### <a name="WaitCommand.md"></a>`wait seconds` [API-Doc](api/WaitCommand.md)
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Blocks execution of the current script for a number of seconds specified by the "seconds" parameter.
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@@ -407,7 +386,6 @@ Makes the `player` walk to the position `x`/`y`.
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## Dialogs
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Dialogs are specified by writing `?` with optional parameters, followed by a list of dialog options starting with `-`. Use `!` to end the dialog.
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