docs: Reorganized docs to the docs repo (#426)
Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
36
.github/workflows/apidoc.yml
vendored
36
.github/workflows/apidoc.yml
vendored
@@ -8,32 +8,46 @@ on:
|
||||
concurrency: api-${{ github.ref }}
|
||||
|
||||
jobs:
|
||||
update:
|
||||
if: "${{ github.event.head_commit.message != 'docs: Automatic update of API docs' }}"
|
||||
name: Update
|
||||
apidoc:
|
||||
# if: "${{ github.event.head_commit.message != 'docs: Automatic update of API docs' }}"
|
||||
name: Update API docs
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v2
|
||||
with:
|
||||
token: ${{ secrets.DEPLOYMENT_TOKEN }}
|
||||
repository: godot-escoria/escoria-demo-game
|
||||
ref: "develop"
|
||||
path: game
|
||||
- name: "Checkout docs repo"
|
||||
uses: actions/checkout@v2
|
||||
with:
|
||||
token: ${{ secrets.DEPLOYMENT_TOKEN }}
|
||||
repository: godot-escoria/escoria-docs
|
||||
ref: "devel"
|
||||
fetch-depth: 0
|
||||
path: docs
|
||||
- name: Remove existing docs
|
||||
run: |
|
||||
rm -rf docs/api
|
||||
rm -rf docs/api/*
|
||||
- name: "Update docs"
|
||||
uses: docker://gdquest/gdscript-docs-maker:1
|
||||
with:
|
||||
entrypoint: "bash"
|
||||
args: "-c \"cd /app && ./generate_reference /github/workspace -o /github/workspace/docs/api -d addons/escoria-core\""
|
||||
args: "-c \"BASEDIR=$(pwd) && cd /app && ./generate_reference $BASEDIR/game -o $BASEDIR/docs/api -d addons/escoria-core\""
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||||
- name: "Update ESC reference"
|
||||
run: |
|
||||
apt update && apt install -y python3
|
||||
cd docs
|
||||
python3 extractesc.py
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||||
- name: "Commit"
|
||||
uses: EndBug/add-and-commit@v7.2.1
|
||||
with:
|
||||
add: "docs"
|
||||
message: 'docs: Automatic update of API docs'
|
||||
push: true
|
||||
git status
|
||||
# - name: "Commit"
|
||||
# uses: EndBug/add-and-commit@v7.2.1
|
||||
# with:
|
||||
# add: "api"
|
||||
# message: 'docs: Automatic update of API docs'
|
||||
# push: true
|
||||
# cwd: "docs"
|
||||
|
||||
|
||||
|
||||
96
README.md
96
README.md
@@ -1,67 +1,20 @@
|
||||
# Escoria
|
||||
# Escoria Demo Game
|
||||
|
||||

|
||||
|
||||
Libre framework for the creation of point-and-click adventure games with the MIT-licensed multi-platform game engine [Godot Engine](https://godotengine.org).
|
||||
|
||||
It is designed so that you can claim it for yourself and modify it to match the needs of your specific game and team.
|
||||
|
||||
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.
|
||||
|
||||
If you're encountering issues or incompatibilities, please raise an issue on [Escoria's Github repository](https://github.com/godotengine/escoria/issues).
|
||||
|
||||
## History
|
||||
|
||||
This framework was initially developed for the adventure game
|
||||
[The Interactive Adventures of Dog Mendonça and Pizzaboy®](http://store.steampowered.com/app/330420)
|
||||
and later streamlined for broader usages and open sourced as promised to the backers of the Dog Mendonça Kickstarter campaign.
|
||||
|
||||
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.
|
||||
|
||||
## Authors
|
||||
|
||||
In alphabetical order:
|
||||
|
||||
* ArturM
|
||||
* Sylvain Beucler - beuc
|
||||
* Fleskevor
|
||||
* Ariel Manzur - punto (original author)
|
||||
* Julian Murgia - @StraToN
|
||||
* Dennis Ploeger - @dploeger
|
||||
* Markus Törnqvist - mjtorn
|
||||
|
||||
## Documentation
|
||||
|
||||
* [Getting started](docs/getting_started.md)
|
||||
* [Architecture](docs/architecture.md)
|
||||
* [Configuration](docs/configuration.md)
|
||||
* [ESC language documentation](docs/esc.md)
|
||||
* [API reference](docs/api)
|
||||
|
||||
## Issues & support
|
||||
|
||||
Escoria's development is organized using Github issues.
|
||||
If you encounter an issue, a bug or a question to developers, please submit a ticket in our [issues page](https://github.com/godot-escoria/escoria-issues/issues).
|
||||
You can also find support on our official Discord server.
|
||||

|
||||
|
||||
[](https://discord.com/invite/jMxJjuBY5Z)
|
||||
|
||||
## Roadmap
|
||||
Libre framework for the creation of point-and-click adventure games with the multi-platform game engine [Godot Engine](https://godotengine.org).
|
||||
|
||||
Take a look, what's planned for the next version in our [projects boards](https://github.com/orgs/godot-escoria/projects).
|
||||
Check out the [Escoria documentation](https://docs.escoria-framework.org), especially the Getting Started Guide for further details.
|
||||
|
||||
## Licensing
|
||||
If you want to contribute to the development of Escoria, please read our [Contribution guidelines](https://github.com/godot-escoria/.github/blob/main/CONTRIBUTING.md).
|
||||
|
||||
This framework (scripts, scenes) is distributed under the [MIT license](LICENCE).
|
||||
This is the demo game that acts as a testing ground for future Escoria development and a general showcase of its features.
|
||||
|
||||
### Art credits
|
||||
## Art credits
|
||||
|
||||
#### Logo
|
||||
|
||||
Escoria Logo created by Livio Fania (https://liviofania.com/)
|
||||
Licence: CC-BY
|
||||
|
||||
#### Characters
|
||||
### Characters
|
||||
|
||||
- Mark spritesheet by Marco Giorgini - marcogiorgini.com
|
||||
Licence : CC0 Licence
|
||||
@@ -71,13 +24,13 @@ Licence: CC-BY
|
||||
Licence: CC0 Licence
|
||||
edited by Julian Murgia
|
||||
|
||||
#### Items
|
||||
### Items
|
||||
|
||||
* Generic items by Kenney
|
||||
Licence: CC0 Licence
|
||||
https://www.kenney.nl/assets/generic-items
|
||||
|
||||
### Sound credits
|
||||
## Sound credits
|
||||
|
||||
* Concrete footstep
|
||||
Licence: CC0 Licence
|
||||
@@ -87,13 +40,14 @@ Licence: CC-BY
|
||||
by Eric Matyas
|
||||
www.soundimage.org
|
||||
|
||||
### Cursors
|
||||
## Cursors
|
||||
|
||||
* Pointers part 4 by "yd"
|
||||
Licence: CC0 Licence
|
||||
https://opengameart.org/content/pointers-part-4x
|
||||
edited by Julian Murgia
|
||||
|
||||
### Font
|
||||
## Font
|
||||
|
||||
These fonts are provided as an example. Please mind checking the licence before redistributing with your game.
|
||||
|
||||
@@ -106,27 +60,3 @@ These fonts are provided as an example. Please mind checking the licence before
|
||||
https://www.whatfontis.com/Onesize.font
|
||||
Licence: Free for personal use
|
||||
This is the font used in LucasArt's games The Secret of Monkey Island and Monkey Island 2: Lechuck's Revenge.
|
||||
|
||||
## Development
|
||||
|
||||
Requirements:
|
||||
|
||||
* git
|
||||
* Current Godot version
|
||||
* Docker (for updating the API docs)
|
||||
* Python (>=3) (for updating the ESC reference)
|
||||
|
||||
After pushing something to the repository, the API docs will be updated. If you want to update them during
|
||||
development, run the following from the game directory:
|
||||
|
||||
```
|
||||
rm -rf docs/api
|
||||
docker run --rm -v $(pwd):/game -v $(pwd)/docs/api:/export gdquest/gdscript-docs-maker:1 /game -o /export -d addons/escoria-core
|
||||
```
|
||||
|
||||
If you changed ESC commands, update the command reference by running
|
||||
|
||||
```
|
||||
python3 extractesc.py
|
||||
```
|
||||
|
||||
|
||||
@@ -1,46 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# AcceptInputCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`accept_input [ALL|NONE|SKIP]`
|
||||
|
||||
What type of input does the game accept. ALL is the default, SKIP allows
|
||||
skipping of dialog but nothing else, NONE denies all input. Including opening
|
||||
the menu etc. SKIP and NONE also disable autosaves.
|
||||
|
||||
*Note* that SKIP gets reset to ALL when the event is done, but NONE persists.
|
||||
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.
|
||||
|
||||
@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
|
||||
@@ -1,43 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,42 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,42 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,33 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,41 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,34 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,41 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,33 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,45 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ChangeSceneCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`change_scene path [disable_automatic_transition] [run_events]`
|
||||
|
||||
Loads a new scene, specified by "path".
|
||||
The `disable_automatic_transition` is a boolean (default false) can be set
|
||||
to true to disable automatic transitions between scenes, to allow you
|
||||
to control your transitions manually using the `transition` command.
|
||||
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
|
||||
|
||||
## 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
|
||||
@@ -1,40 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,43 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,31 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,40 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,66 +0,0 @@
|
||||
<!-- 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
|
||||
- signal action_finished(): Emitted, when an action has been completed
|
||||
@@ -1,27 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCAnimationName
|
||||
|
||||
**Extends:** [Resource](../Resource)
|
||||
|
||||
## Description
|
||||
|
||||
Class defining an animation to use for an angle.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### animation
|
||||
|
||||
```gdscript
|
||||
export var animation: String = ""
|
||||
```
|
||||
|
||||
Name of the animation
|
||||
|
||||
### mirrored
|
||||
|
||||
```gdscript
|
||||
export var mirrored: bool = false
|
||||
```
|
||||
|
||||
Animation mirror (false is no mirror, true is mirrored)
|
||||
@@ -1,124 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCAnimationPlayer
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
An abstraction class to expose the same animation methods for noth
|
||||
AnimatedSprite and AnimationPlayer
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(node: Node)
|
||||
```
|
||||
|
||||
Create a new animation player
|
||||
|
||||
#### Parameters
|
||||
|
||||
- node: The actual player node
|
||||
|
||||
### get\_animation
|
||||
|
||||
```gdscript
|
||||
func get_animation() -> String
|
||||
```
|
||||
|
||||
Return the currently playing animation
|
||||
**Returns** the currently playing animation name
|
||||
|
||||
### get\_animations
|
||||
|
||||
```gdscript
|
||||
func get_animations() -> PoolStringArray
|
||||
```
|
||||
|
||||
Returns a list of all animation names
|
||||
**Returns** A list of all animation names
|
||||
|
||||
### is\_playing
|
||||
|
||||
```gdscript
|
||||
func is_playing() -> bool
|
||||
```
|
||||
|
||||
Wether the animation is playing
|
||||
**Returns: Wether the animation is playing**
|
||||
|
||||
### stop
|
||||
|
||||
```gdscript
|
||||
func stop()
|
||||
```
|
||||
|
||||
Stop the animation
|
||||
|
||||
### play
|
||||
|
||||
```gdscript
|
||||
func play(name: String, backwards: bool = false)
|
||||
```
|
||||
|
||||
Play the animation
|
||||
|
||||
#### Parameters
|
||||
|
||||
- name: The animation name to play
|
||||
- backwards: Play backwards
|
||||
|
||||
### play\_backwards
|
||||
|
||||
```gdscript
|
||||
func play_backwards(name: String)
|
||||
```
|
||||
|
||||
Play the given animation backwards
|
||||
|
||||
#### Parameters
|
||||
|
||||
- name: Animation to play
|
||||
|
||||
### has\_animation
|
||||
|
||||
```gdscript
|
||||
func has_animation(name: String) -> bool
|
||||
```
|
||||
|
||||
Check if the given animation exists
|
||||
|
||||
#### Parameters
|
||||
|
||||
- name: Name of the animation to check
|
||||
**Returns** Wether the animation player has the animation
|
||||
|
||||
### seek\_end
|
||||
|
||||
```gdscript
|
||||
func seek_end(name: String)
|
||||
```
|
||||
|
||||
Play an animation and directly skip to the end
|
||||
|
||||
#### Parameters
|
||||
|
||||
- name: Name of the animation to play
|
||||
|
||||
### is\_valid
|
||||
|
||||
```gdscript
|
||||
func is_valid() -> bool
|
||||
```
|
||||
|
||||
Return true if the ESCAnimationPlayer node is valid, ie. it has a valid player
|
||||
node.
|
||||
**Returns: true if the ESCAnimationPlayer has a valid player node,
|
||||
else false**
|
||||
|
||||
## Signals
|
||||
|
||||
- signal animation_finished(name):
|
||||
@@ -1,54 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCAnimationResource
|
||||
|
||||
**Extends:** [Resource](../Resource)
|
||||
|
||||
## Description
|
||||
|
||||
Resource containing all defined animations and angles for
|
||||
characters movement.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### dir\_angles
|
||||
|
||||
```gdscript
|
||||
var dir_angles: Array
|
||||
```
|
||||
|
||||
Array containing the different angles available for animations.
|
||||
Each angle is defined by an array [start_angle, angle_size].
|
||||
start_angle must be between 0 and 360.
|
||||
Angle 0 and 360 are the same and correspond to UP/NORTH
|
||||
90 is RIGHT/EAST, 180 is DOWN/SOUTH, etc
|
||||
|
||||
### directions
|
||||
|
||||
```gdscript
|
||||
var directions: Array
|
||||
```
|
||||
|
||||
Array of animations for each direction, from UP to RIGHT_UP clockwise
|
||||
[animation_name, scale]: scale parameter can be set to -1 to mirror
|
||||
the animation
|
||||
|
||||
### idles
|
||||
|
||||
```gdscript
|
||||
var idles: Array
|
||||
```
|
||||
|
||||
Array containing the idle animations for each direction (in the
|
||||
order defined by dir_angles): scale parameter can be set to -1 to mirror
|
||||
the animation
|
||||
|
||||
### speaks
|
||||
|
||||
```gdscript
|
||||
var speaks: Array
|
||||
```
|
||||
|
||||
Array containing the speak animations for each direction (in the
|
||||
order defined by dir_angles): scale parameter can be set to -1 to mirror
|
||||
the animation
|
||||
@@ -1,60 +0,0 @@
|
||||
<!-- 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
|
||||
|
||||
### 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
|
||||
- signal mouse_wheel_up(): Emitted when the mouse wheel was turned up
|
||||
- signal mouse_wheel_down(): Emitted when the mouse wheel was turned down
|
||||
@@ -1,36 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,110 +0,0 @@
|
||||
<!-- 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
|
||||
```
|
||||
|
||||
Time of zoom
|
||||
|
||||
### 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()
|
||||
```
|
||||
|
||||
@@ -1,52 +0,0 @@
|
||||
<!-- 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)
|
||||
```
|
||||
|
||||
@@ -1,72 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,63 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,47 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,54 +0,0 @@
|
||||
<!-- 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*$"
|
||||
```
|
||||
|
||||
A RegEx for empty lines
|
||||
|
||||
### INDENT\_REGEX
|
||||
|
||||
```gdscript
|
||||
const INDENT_REGEX: String = "^(?<indent>\\s*)"
|
||||
```
|
||||
|
||||
A RegEx for finding out the indent of a line
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### load\_esc\_file
|
||||
|
||||
```gdscript
|
||||
func load_esc_file(path: String) -> ESCScript
|
||||
```
|
||||
|
||||
Load an ESC file from a file resource
|
||||
|
||||
### compile
|
||||
|
||||
```gdscript
|
||||
func compile(lines: Array) -> ESCScript
|
||||
```
|
||||
|
||||
Compiles an array of ESC script strings to an ESCScript
|
||||
@@ -1,115 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCCondition
|
||||
|
||||
**Extends:** [Object](../Object)
|
||||
|
||||
## Description
|
||||
|
||||
A condition to run a command
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### COMPARISON\_ACTIVITY
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_ACTIVITY: int = 4
|
||||
```
|
||||
|
||||
### COMPARISON\_DESCRIPTION
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_DESCRIPTION: Array = ["Checking if %s %s %s true%s","Checking if %s %s %s equals %s","Checking if %s %s %s greater than %s","Checking if %s %s %s less than %s","Checking if %s is %s active%s"]
|
||||
```
|
||||
|
||||
### COMPARISON\_EQ
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_EQ: int = 1
|
||||
```
|
||||
|
||||
### COMPARISON\_GT
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_GT: int = 2
|
||||
```
|
||||
|
||||
### COMPARISON\_LT
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_LT: int = 3
|
||||
```
|
||||
|
||||
### COMPARISON\_NONE
|
||||
|
||||
```gdscript
|
||||
const COMPARISON_NONE: int = 0
|
||||
```
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^(?<is_negated>!)?(?<comparison>eq|gt|lt)? ?(?<is_inventory>i/)?(?<is_activity>a/)?(?<flag>[^ ]+)( (?<comparison_value>.+))?$"
|
||||
```
|
||||
|
||||
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
|
||||
@@ -1,18 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCController
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### perform\_walk
|
||||
|
||||
```gdscript
|
||||
func perform_walk(moving_obj: ESCObject, destination, is_fast: bool = false)
|
||||
```
|
||||
|
||||
### perform\_inputevent\_on\_object
|
||||
|
||||
```gdscript
|
||||
func perform_inputevent_on_object(obj: ESCObject, event: InputEvent, default_action: bool = false)
|
||||
```
|
||||
|
||||
@@ -1,87 +0,0 @@
|
||||
<!-- 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*)!.*$"
|
||||
```
|
||||
|
||||
A Regex that matches the end of a dialog
|
||||
|
||||
### REGEX
|
||||
|
||||
```gdscript
|
||||
const REGEX: String = "^(\\s*)\\?( (?<avatar>[^ ]+))?( (?<timeout>[^ ]+))?( (?<timeout_option>.+))?$"
|
||||
```
|
||||
|
||||
Regex that matches dialog lines
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### 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
|
||||
```
|
||||
|
||||
Check if dialog is valid
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run()
|
||||
```
|
||||
|
||||
Run this dialog
|
||||
@@ -1,87 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCDialogManager
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
A base class for dialog plugins to work with Escoria
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### has\_type
|
||||
|
||||
```gdscript
|
||||
func has_type(type: String) -> bool
|
||||
```
|
||||
|
||||
Check wether a specific type is supported by the
|
||||
dialog plugin
|
||||
|
||||
#### Parameters
|
||||
- type: required type
|
||||
*Returns* Wether the type is supported or not
|
||||
|
||||
### has\_chooser\_type
|
||||
|
||||
```gdscript
|
||||
func has_chooser_type(type: String) -> bool
|
||||
```
|
||||
|
||||
Check wether a specific chooser type is supported by the
|
||||
dialog plugin
|
||||
|
||||
#### Parameters
|
||||
- type: required chooser type
|
||||
*Returns* Wether the type is supported or not
|
||||
|
||||
### say
|
||||
|
||||
```gdscript
|
||||
func say(dialog_player: Node, global_id: String, text: String, type: String)
|
||||
```
|
||||
|
||||
Output a text said by the item specified by the global id. Emit
|
||||
`say_finished` after finishing displaying the text.
|
||||
|
||||
#### Parameters
|
||||
- dialog_player: Node of the dialog player in the UI
|
||||
- global_id: Global id of the item that is speaking
|
||||
- text: Text to say, optional prefixed by a translation key separated
|
||||
by a ":"
|
||||
- type: Type of dialog box to use
|
||||
|
||||
### choose
|
||||
|
||||
```gdscript
|
||||
func choose(dialog_player: Node, dialog: ESCDialog)
|
||||
```
|
||||
|
||||
Present an option chooser to the player and sends the signal
|
||||
`option_chosen` with the chosen dialog option
|
||||
|
||||
#### Parameters
|
||||
- dialog_player: Node of the dialog player in the UI
|
||||
- dialog: Information about the dialog to display
|
||||
|
||||
### speedup
|
||||
|
||||
```gdscript
|
||||
func speedup()
|
||||
```
|
||||
|
||||
Trigger running the dialog faster
|
||||
|
||||
### interrupt
|
||||
|
||||
```gdscript
|
||||
func interrupt()
|
||||
```
|
||||
|
||||
The say command has been interrupted, cancel the dialog display
|
||||
|
||||
## Signals
|
||||
|
||||
- signal say_finished(): Emitted when the say function has completed showing the text
|
||||
- signal option_chosen(option): Emitted when the player has chosen an option
|
||||
@@ -1,63 +0,0 @@
|
||||
<!-- 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 = "^[^-]*- (?<trans_key>[^:]+)?:?\"(?<option>[^\"]+)\"( \\[(?<conditions>[^\\]]+)\\])?$"
|
||||
```
|
||||
|
||||
Regex that matches dialog option lines
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### option
|
||||
|
||||
```gdscript
|
||||
var option: String
|
||||
```
|
||||
|
||||
- **Getter**: `get_option`
|
||||
|
||||
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
|
||||
|
||||
### get\_option
|
||||
|
||||
```gdscript
|
||||
func get_option()
|
||||
```
|
||||
|
||||
### is\_valid
|
||||
|
||||
```gdscript
|
||||
func is_valid() -> bool
|
||||
```
|
||||
|
||||
Check, if conditions match
|
||||
@@ -1,57 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCDialogOptionsChooser
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Base class for all dialog options implementations
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### dialog
|
||||
|
||||
```gdscript
|
||||
var dialog: ESCDialog
|
||||
```
|
||||
|
||||
The dialog to show
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_dialog
|
||||
|
||||
```gdscript
|
||||
func set_dialog(new_dialog: ESCDialog) -> void
|
||||
```
|
||||
|
||||
Set the dialog used for the chooser
|
||||
|
||||
#### Parameters
|
||||
|
||||
- new_dialog: Dialog to set
|
||||
|
||||
### show\_chooser
|
||||
|
||||
```gdscript
|
||||
func show_chooser() -> void
|
||||
```
|
||||
|
||||
Show the dialog chooser UI
|
||||
|
||||
### hide\_chooser
|
||||
|
||||
```gdscript
|
||||
func hide_chooser() -> void
|
||||
```
|
||||
|
||||
Hide the dialog chooser UI
|
||||
|
||||
## Signals
|
||||
|
||||
- signal option_chosen(option): An option was chosen
|
||||
|
||||
##### Parameters
|
||||
|
||||
- option: The dialog option that was chosen
|
||||
@@ -1,72 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCDialogPlayer
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
Escoria dialog player
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### is\_speaking
|
||||
|
||||
```gdscript
|
||||
var is_speaking: bool = false
|
||||
```
|
||||
|
||||
Wether the player is currently speaking
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### say
|
||||
|
||||
```gdscript
|
||||
func say(character: String, type: String, text: String) -> var
|
||||
```
|
||||
|
||||
Make a character say a text
|
||||
|
||||
#### Parameters
|
||||
|
||||
- character: Character that is talking
|
||||
- type: UI to use for the dialog
|
||||
- text: Text to say
|
||||
|
||||
### speedup
|
||||
|
||||
```gdscript
|
||||
func speedup() -> void
|
||||
```
|
||||
|
||||
Called when a dialog line is skipped
|
||||
|
||||
### start\_dialog\_choices
|
||||
|
||||
```gdscript
|
||||
func start_dialog_choices(dialog: ESCDialog, type: String = "simple")
|
||||
```
|
||||
|
||||
Display a list of choices
|
||||
|
||||
#### Parameters
|
||||
|
||||
- dialog: The dialog to start
|
||||
|
||||
### interrupt
|
||||
|
||||
```gdscript
|
||||
func interrupt()
|
||||
```
|
||||
|
||||
Interrupt the currently running dialog
|
||||
|
||||
## Signals
|
||||
|
||||
- signal option_chosen(option): Emitted when an answer as chosem
|
||||
|
||||
##### Parameters
|
||||
|
||||
- option: The dialog option that was chosen
|
||||
- signal say_finished(): Emitted when a say command finished
|
||||
@@ -1,27 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCDirectionAngle
|
||||
|
||||
**Extends:** [Resource](../Resource)
|
||||
|
||||
## Description
|
||||
|
||||
Class defining an angle, with a start angle (between 0 and 360) and a size.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### angle\_start
|
||||
|
||||
```gdscript
|
||||
export var angle_start: int = 0
|
||||
```
|
||||
|
||||
Start angle of the directional angle.
|
||||
|
||||
### angle\_size
|
||||
|
||||
```gdscript
|
||||
export var angle_size: int = 0
|
||||
```
|
||||
|
||||
Size of the angle
|
||||
@@ -1,86 +0,0 @@
|
||||
<!-- 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\_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>[^|]+)( \\|\\s*(?<flags>( (TK|NO_TT|NO_HUD|NO_SAVE))+))?$"
|
||||
```
|
||||
|
||||
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
|
||||
@@ -1,58 +0,0 @@
|
||||
<!-- 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
|
||||
|
||||
### interrupt\_running\_event
|
||||
|
||||
```gdscript
|
||||
func interrupt_running_event()
|
||||
```
|
||||
|
||||
Interrupt the event currently running.
|
||||
|
||||
## Signals
|
||||
|
||||
- signal event_finished(event_name, return_code): Emitted when the event did finish running
|
||||
- signal event_interrupted(event_name, return_code): Emitted when the event was interrupted
|
||||
@@ -1,59 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,247 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,108 +0,0 @@
|
||||
<!-- 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","BYPASS_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
|
||||
|
||||
### save\_game
|
||||
|
||||
```gdscript
|
||||
func save_game(p_savegame: ESCSaveGame) -> void
|
||||
```
|
||||
|
||||
Save the state of globals in the savegame.
|
||||
|
||||
#### Parameters
|
||||
- p_savegame: ESCSaveGame resource that holds all data of the save
|
||||
|
||||
## Signals
|
||||
|
||||
- signal global_changed(global, old_value, new_value): Emitted when a global is changed
|
||||
@@ -1,40 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,88 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCInputsManager
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
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
|
||||
var hover_stack: Array
|
||||
```
|
||||
|
||||
A LIFO stack of hovered items
|
||||
|
||||
### hotspot\_focused
|
||||
|
||||
```gdscript
|
||||
var hotspot_focused: String = ""
|
||||
```
|
||||
|
||||
The global id of the topmost item from the hover_stack
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### register\_core
|
||||
|
||||
```gdscript
|
||||
func register_core()
|
||||
```
|
||||
|
||||
Register core signals (from escoria.gd)
|
||||
|
||||
### register\_inventory\_item
|
||||
|
||||
```gdscript
|
||||
func register_inventory_item(item: Node)
|
||||
```
|
||||
|
||||
Connect the item signals to the local methods
|
||||
|
||||
### register\_background
|
||||
|
||||
```gdscript
|
||||
func register_background(background: ESCBackground)
|
||||
```
|
||||
|
||||
### clear\_stack
|
||||
|
||||
```gdscript
|
||||
func clear_stack()
|
||||
```
|
||||
|
||||
Clear the stack of hovered items
|
||||
@@ -1,47 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,52 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCInventoryButton
|
||||
|
||||
**Extends:** [TextureButton](../TextureButton)
|
||||
|
||||
## Description
|
||||
|
||||
The inventory representation of an ESC item if pickable (only used by
|
||||
the inventory components)
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
var global_id: String = ""
|
||||
```
|
||||
|
||||
Global ID of the ESCItem that uses this ESCInventoryItem
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_item: ESCInventoryItem) -> void
|
||||
```
|
||||
|
||||
## 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
|
||||
@@ -1,44 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCInventoryContainer
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Inventory container handler that acts as a base for UIs inventory containers
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### is\_empty
|
||||
|
||||
```gdscript
|
||||
func is_empty() -> bool
|
||||
```
|
||||
|
||||
Get wether the inventory container currently is empty
|
||||
**Returns** Wether the container is empty or not
|
||||
|
||||
### add\_item
|
||||
|
||||
```gdscript
|
||||
func add_item(inventory_item: ESCInventoryItem) -> ESCInventoryButton
|
||||
```
|
||||
|
||||
Add a new item into the container and return the control generated for it
|
||||
so its events can be handled by the inputs manager
|
||||
|
||||
#### Parameters
|
||||
- inventory_item: Item to add
|
||||
**Returns** The button generated for the item
|
||||
|
||||
### remove\_item
|
||||
|
||||
```gdscript
|
||||
func remove_item(inventory_item: ESCInventoryItem)
|
||||
```
|
||||
|
||||
Remove an item from the container
|
||||
|
||||
#### Parameters
|
||||
- inventory_item: Item to remove
|
||||
@@ -1,30 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCInventoryItem
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
var global_id: String = ""
|
||||
```
|
||||
|
||||
Global ID of the ESCItem that uses this ESCInventoryItem
|
||||
|
||||
### texture
|
||||
|
||||
```gdscript
|
||||
var texture: Texture
|
||||
```
|
||||
|
||||
The texture for the item
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_item: ESCItem) -> void
|
||||
```
|
||||
|
||||
@@ -1,57 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,412 +0,0 @@
|
||||
<!-- 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\_texture
|
||||
|
||||
```gdscript
|
||||
export var inventory_texture: Texture = "[Object:null]"
|
||||
```
|
||||
|
||||
The visual representation for this item when its in the inventory
|
||||
|
||||
### 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
|
||||
|
||||
### animation\_player\_node
|
||||
|
||||
```gdscript
|
||||
export var animation_player_node: NodePath = ""
|
||||
```
|
||||
|
||||
The node used to play animations
|
||||
|
||||
### animations
|
||||
|
||||
```gdscript
|
||||
var animations: ESCAnimationResource
|
||||
```
|
||||
|
||||
ESCAnimationsResource (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
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### get\_animation\_player
|
||||
|
||||
```gdscript
|
||||
func get_animation_player() -> Node
|
||||
```
|
||||
|
||||
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
|
||||
|
||||
### 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 node to teleport to
|
||||
|
||||
### teleport\_to
|
||||
|
||||
```gdscript
|
||||
func teleport_to(target: Vector2) -> void
|
||||
```
|
||||
|
||||
Use the movable node to teleport this item to the target position
|
||||
|
||||
#### Parameters
|
||||
|
||||
- target: Vector2 position 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
|
||||
|
||||
### get\_sprite
|
||||
|
||||
```gdscript
|
||||
func get_sprite() -> Node
|
||||
```
|
||||
|
||||
Return the sprite node
|
||||
|
||||
### set\_angle
|
||||
|
||||
```gdscript
|
||||
func set_angle(deg: int, wait: float = 0)
|
||||
```
|
||||
|
||||
Set the angle
|
||||
|
||||
#### Parameters
|
||||
|
||||
- deg: The angle degree to set
|
||||
- wait: Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### turn\_to
|
||||
|
||||
```gdscript
|
||||
func turn_to(object: Node, wait: float = 0)
|
||||
```
|
||||
|
||||
Turn to face another object
|
||||
|
||||
#### Parameters
|
||||
|
||||
- deg: The angle degree to set
|
||||
- float Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### 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
|
||||
@@ -1,61 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCLocation
|
||||
|
||||
**Extends:** [Position2D](../Position2D)
|
||||
|
||||
## Description
|
||||
|
||||
A simple node extending Position2D with a global ID so that it can be
|
||||
referenced in ESC Scripts.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id = ""
|
||||
```
|
||||
|
||||
The global ID of this item
|
||||
|
||||
### is\_start\_location
|
||||
|
||||
```gdscript
|
||||
export var is_start_location = false
|
||||
```
|
||||
|
||||
If true, this ESCLocation is considered as a player start location
|
||||
|
||||
### 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
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### is\_class
|
||||
|
||||
```gdscript
|
||||
func is_class(p_classname: String) -> bool
|
||||
```
|
||||
|
||||
Used by "is" keyword to check whether a node's class_name
|
||||
is the same as p_classname.
|
||||
|
||||
## Parameters
|
||||
|
||||
p_classname: String class to compare against
|
||||
@@ -1,135 +0,0 @@
|
||||
<!-- 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_WARNING: int = 1
|
||||
```
|
||||
|
||||
Valid log levels
|
||||
|
||||
### LOG\_ERROR
|
||||
|
||||
```gdscript
|
||||
const LOG_WARNING: int = 1
|
||||
```
|
||||
|
||||
Valid log levels
|
||||
|
||||
### LOG\_INFO
|
||||
|
||||
```gdscript
|
||||
const LOG_WARNING: int = 1
|
||||
```
|
||||
|
||||
Valid log levels
|
||||
|
||||
### LOG\_WARNING
|
||||
|
||||
```gdscript
|
||||
const LOG_WARNING: int = 1
|
||||
```
|
||||
|
||||
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
|
||||
@@ -1,215 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCMovable
|
||||
|
||||
**Extends:** [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
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
|
||||
|
||||
```gdscript
|
||||
var walk_path: Array
|
||||
```
|
||||
|
||||
Character path through the scene as calculated by the Pathfinder
|
||||
|
||||
### path\_ofs
|
||||
|
||||
```gdscript
|
||||
var path_ofs: int
|
||||
```
|
||||
|
||||
Current active walk path entry
|
||||
|
||||
### walk\_destination
|
||||
|
||||
```gdscript
|
||||
var walk_destination: Vector2
|
||||
```
|
||||
|
||||
The destination where the character should be moving to
|
||||
|
||||
### walk\_context
|
||||
|
||||
```gdscript
|
||||
var walk_context: ESCWalkContext
|
||||
```
|
||||
|
||||
The walk context currently carried out by this movable node
|
||||
|
||||
### moved
|
||||
|
||||
```gdscript
|
||||
var moved: bool
|
||||
```
|
||||
|
||||
Wether the character was moved at all
|
||||
|
||||
### last\_dir
|
||||
|
||||
```gdscript
|
||||
var last_dir: int
|
||||
```
|
||||
|
||||
Player Direction used to reflect the movement to the new position
|
||||
|
||||
### last\_scale
|
||||
|
||||
```gdscript
|
||||
var last_scale: Vector2
|
||||
```
|
||||
|
||||
The last scaling applied to the parent
|
||||
|
||||
### pose\_scale
|
||||
|
||||
```gdscript
|
||||
var pose_scale: int
|
||||
```
|
||||
|
||||
Wether the current direction animation is flipped
|
||||
|
||||
### parent
|
||||
|
||||
```gdscript
|
||||
var parent
|
||||
```
|
||||
|
||||
Shortcut variable that references the node's parent
|
||||
|
||||
### task
|
||||
|
||||
```gdscript
|
||||
var task
|
||||
```
|
||||
|
||||
Currenly running task
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### teleport
|
||||
|
||||
```gdscript
|
||||
func teleport(target: Node) -> void
|
||||
```
|
||||
|
||||
Teleports this item to the target position.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- target: Position2d or ESCItem to teleport to
|
||||
|
||||
### teleport\_to
|
||||
|
||||
```gdscript
|
||||
func teleport_to(target: Vector2) -> void
|
||||
```
|
||||
|
||||
Teleports this item to the target position.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- target: Vector2 target position to teleport to
|
||||
|
||||
### walk\_to
|
||||
|
||||
```gdscript
|
||||
func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void
|
||||
```
|
||||
|
||||
Walk to a given position
|
||||
|
||||
#### Parameters
|
||||
|
||||
- pos: Position to walk to
|
||||
- p_walk_context: Walk context to use
|
||||
|
||||
### walk\_stop
|
||||
|
||||
```gdscript
|
||||
func walk_stop(pos: Vector2) -> void
|
||||
```
|
||||
|
||||
We have finished walking. Set the idle pose and complete
|
||||
|
||||
#### Parameters
|
||||
|
||||
- pos: Final target position
|
||||
|
||||
### update\_terrain
|
||||
|
||||
```gdscript
|
||||
func update_terrain(on_event_finished_name = null) -> void
|
||||
```
|
||||
|
||||
Update the sprite scale and lighting
|
||||
|
||||
#### Parameters
|
||||
|
||||
- on_event_finished_name: Used if this function is called from an ESC event
|
||||
|
||||
### set\_angle
|
||||
|
||||
```gdscript
|
||||
func set_angle(deg: int, wait: float = 0) -> var
|
||||
```
|
||||
|
||||
Sets character's angle and plays according animation.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- deg int angle to set the character
|
||||
- wait float Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### turn\_to
|
||||
|
||||
```gdscript
|
||||
func turn_to(item: Node, wait: float = 0) -> void
|
||||
```
|
||||
|
||||
Turns the character to face another item or character.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- item_id id of the object to face.
|
||||
- float Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### get\_shortest\_way\_to\_dir
|
||||
|
||||
```gdscript
|
||||
func get_shortest_way_to_dir(current_dir: int, target_dir: int) -> int
|
||||
```
|
||||
|
||||
Return the shortest way to turn from a direction to another. Returned way is
|
||||
either:
|
||||
-1 (shortest way is to turn anti-clockwise)
|
||||
0 (already at the right direction)
|
||||
1 (clockwise).
|
||||
|
||||
####Parameters
|
||||
- current_dir: integer corresponding to the starting direction as defined in
|
||||
the attached ESCAnimationResource.directions.
|
||||
- target_dir: integer corresponding to the target direction as defined in
|
||||
the attached ESCAnimationResource.directions.
|
||||
|
||||
*Returns*
|
||||
Integer: -1 (anti-clockwise), 1 (clockwise) or 0 (no movement needed).
|
||||
@@ -1,51 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCMusicPlayer
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Background music player
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id: String = "_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
|
||||
@@ -1,92 +0,0 @@
|
||||
<!-- 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
|
||||
|
||||
### get\_save\_data
|
||||
|
||||
```gdscript
|
||||
func get_save_data() -> Dictionary
|
||||
```
|
||||
|
||||
Return the data of the object to be inserted in a savegame file.
|
||||
|
||||
**Returns**
|
||||
A dictionary containing the data to be saved for this object.
|
||||
@@ -1,99 +0,0 @@
|
||||
<!-- 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 = ["_music","_sound","_speech","_camera"]
|
||||
```
|
||||
|
||||
## 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: Object 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
|
||||
|
||||
#### Parameters
|
||||
|
||||
- global_id: The global id of the object to retrieve
|
||||
**Returns** The retrieved object, or null if not found
|
||||
|
||||
### unregister\_object
|
||||
|
||||
```gdscript
|
||||
func unregister_object(object: ESCObject) -> void
|
||||
```
|
||||
|
||||
Remove an object from the registry
|
||||
|
||||
#### Parameters
|
||||
|
||||
- object: The object to unregister
|
||||
|
||||
### save\_game
|
||||
|
||||
```gdscript
|
||||
func save_game(p_savegame: ESCSaveGame) -> void
|
||||
```
|
||||
|
||||
Insert data to save into savegame.
|
||||
|
||||
#### Parameters
|
||||
|
||||
- p_savegame: The savegame resource
|
||||
|
||||
### get\_start\_location
|
||||
|
||||
```gdscript
|
||||
func get_start_location() -> ESCLocation
|
||||
```
|
||||
|
||||
@@ -1,38 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCPlayer
|
||||
|
||||
**Extends:** [ESCItem](../ESCItem) < [Area2D](../Area2D)
|
||||
|
||||
## Description
|
||||
|
||||
A playable character
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### camera\_position\_node
|
||||
|
||||
```gdscript
|
||||
export var camera_position_node = ""
|
||||
```
|
||||
|
||||
The node that references the camera position
|
||||
|
||||
### selectable
|
||||
|
||||
```gdscript
|
||||
export var selectable = false
|
||||
```
|
||||
|
||||
Wether the player can be selected like an item
|
||||
|
||||
## 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
|
||||
@@ -1,123 +0,0 @@
|
||||
<!-- 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):
|
||||
@@ -1,129 +0,0 @@
|
||||
<!-- 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
|
||||
|
||||
### compiled\_script
|
||||
|
||||
```gdscript
|
||||
var compiled_script: ESCScript
|
||||
```
|
||||
|
||||
Compiled ESCScript
|
||||
|
||||
## 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
|
||||
|
||||
### run\_script\_event
|
||||
|
||||
```gdscript
|
||||
func run_script_event(event_name: String)
|
||||
```
|
||||
|
||||
Runs the script event from the script attached, if any
|
||||
|
||||
#### Parameters
|
||||
|
||||
- event_name: the name of the event to run
|
||||
@@ -1,85 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCSaveGame
|
||||
|
||||
**Extends:** [Resource](../Resource)
|
||||
|
||||
## Description
|
||||
|
||||
Resource used for holding savegames data.
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### MAIN\_CURRENT\_SCENE\_FILENAME\_KEY
|
||||
|
||||
```gdscript
|
||||
const MAIN_CURRENT_SCENE_FILENAME_KEY: String = "current_scene_filename"
|
||||
```
|
||||
|
||||
Access key for the main data current_scene_filename
|
||||
|
||||
### MAIN\_LAST\_SCENE\_GLOBAL\_ID\_KEY
|
||||
|
||||
```gdscript
|
||||
const MAIN_LAST_SCENE_GLOBAL_ID_KEY: String = "last_scene_global_id"
|
||||
```
|
||||
|
||||
Access key for the main data last_scene_global_id
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### escoria\_version
|
||||
|
||||
```gdscript
|
||||
export var escoria_version: String = ""
|
||||
```
|
||||
|
||||
Escoria version which the savegame was created with.
|
||||
|
||||
### game\_version
|
||||
|
||||
```gdscript
|
||||
export var game_version: String = ""
|
||||
```
|
||||
|
||||
Game version which the savegame was created with.
|
||||
|
||||
### name
|
||||
|
||||
```gdscript
|
||||
export var name: String = ""
|
||||
```
|
||||
|
||||
Name of the savegame. Can be custom value, provided by the player.
|
||||
|
||||
### date
|
||||
|
||||
```gdscript
|
||||
export var date: String = ""
|
||||
```
|
||||
|
||||
Date of creation of the savegame.
|
||||
|
||||
### main
|
||||
|
||||
```gdscript
|
||||
export var main: Dictionary = {}
|
||||
```
|
||||
|
||||
Main data to be saved
|
||||
|
||||
### globals
|
||||
|
||||
```gdscript
|
||||
export var globals: Dictionary = {}
|
||||
```
|
||||
|
||||
Escoria Global variables exported from ESCGlobalsManager
|
||||
|
||||
### objects
|
||||
|
||||
```gdscript
|
||||
export var objects: Dictionary = {}
|
||||
```
|
||||
|
||||
Escoria objects exported from ESCObjectsManager
|
||||
@@ -1,109 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCSaveManager
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### SAVE\_NAME\_TEMPLATE
|
||||
|
||||
```gdscript
|
||||
const SAVE_NAME_TEMPLATE: String = "save_%03d.tres"
|
||||
```
|
||||
|
||||
Template for savegames filenames
|
||||
|
||||
### SETTINGS\_TEMPLATE
|
||||
|
||||
```gdscript
|
||||
const SETTINGS_TEMPLATE: String = "settings.tres"
|
||||
```
|
||||
|
||||
Template for settings filename
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### save\_enabled
|
||||
|
||||
```gdscript
|
||||
var save_enabled: bool = true
|
||||
```
|
||||
|
||||
If true, saving a game is enabled. Else, saving is disabled
|
||||
|
||||
### save\_folder
|
||||
|
||||
```gdscript
|
||||
var save_folder: String
|
||||
```
|
||||
|
||||
Variable containing the saves folder obtained from Project Settings
|
||||
|
||||
### settings\_folder
|
||||
|
||||
```gdscript
|
||||
var settings_folder: String
|
||||
```
|
||||
|
||||
Variable containing the settings folder obtained from Project Settings
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### get\_saves\_list
|
||||
|
||||
```gdscript
|
||||
func get_saves_list() -> Dictionary
|
||||
```
|
||||
|
||||
Return a list of savegames metadata (id, date, name and game version)
|
||||
|
||||
### save\_game\_exists
|
||||
|
||||
```gdscript
|
||||
func save_game_exists(id: int) -> bool
|
||||
```
|
||||
|
||||
Returns true whether the savegame identified by id does exist
|
||||
|
||||
## Parameters
|
||||
- id: integer suffix of the savegame file
|
||||
|
||||
### save\_game
|
||||
|
||||
```gdscript
|
||||
func save_game(id: int, p_savename: String)
|
||||
```
|
||||
|
||||
Save the current state of the game in a file suffixed with the id value.
|
||||
This id can help with slots development for the game developer.
|
||||
|
||||
## Parameters
|
||||
- id: integer suffix of the savegame file
|
||||
- p_savename: name of the savegame
|
||||
|
||||
### load\_game
|
||||
|
||||
```gdscript
|
||||
func load_game(id: int)
|
||||
```
|
||||
|
||||
Load a savegame file from its id.
|
||||
|
||||
## Parameters
|
||||
- id: integer suffix of the savegame file
|
||||
|
||||
### save\_settings
|
||||
|
||||
```gdscript
|
||||
func save_settings()
|
||||
```
|
||||
|
||||
Save the game settings in the settings file.
|
||||
|
||||
### load\_settings
|
||||
|
||||
```gdscript
|
||||
func load_settings() -> Resource
|
||||
```
|
||||
|
||||
Load the game settings from the settings file
|
||||
**Returns** The Resource structure loaded from settings file
|
||||
@@ -1,91 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCSaveSettings
|
||||
|
||||
**Extends:** [Resource](../Resource)
|
||||
|
||||
## Description
|
||||
|
||||
Resource holding game settings.
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### escoria\_version
|
||||
|
||||
```gdscript
|
||||
export var escoria_version: String = ""
|
||||
```
|
||||
|
||||
Version of ESCORIA Framework
|
||||
|
||||
### text\_lang
|
||||
|
||||
```gdscript
|
||||
export var text_lang: String = ""
|
||||
```
|
||||
|
||||
Language of displayed text
|
||||
|
||||
### voice\_lang
|
||||
|
||||
```gdscript
|
||||
export var voice_lang: String = ""
|
||||
```
|
||||
|
||||
Language of voice speech
|
||||
|
||||
### speech\_enabled
|
||||
|
||||
```gdscript
|
||||
export var speech_enabled: bool = false
|
||||
```
|
||||
|
||||
Whether speech is enabled
|
||||
|
||||
### master\_volume
|
||||
|
||||
```gdscript
|
||||
export var master_volume: float = 0
|
||||
```
|
||||
|
||||
Master volume (mix of music, voice and sfx)
|
||||
|
||||
### music\_volume
|
||||
|
||||
```gdscript
|
||||
export var music_volume: float = 0
|
||||
```
|
||||
|
||||
Volume of music only
|
||||
|
||||
### sfx\_volume
|
||||
|
||||
```gdscript
|
||||
export var sfx_volume: float = 0
|
||||
```
|
||||
|
||||
Volume of SFX only
|
||||
|
||||
### speech\_volume
|
||||
|
||||
```gdscript
|
||||
export var speech_volume: float = 0
|
||||
```
|
||||
|
||||
Speech volume only
|
||||
|
||||
### fullscreen
|
||||
|
||||
```gdscript
|
||||
export var fullscreen: bool = false
|
||||
```
|
||||
|
||||
True if game has to be fullscreen
|
||||
|
||||
### skip\_dialog
|
||||
|
||||
```gdscript
|
||||
export var skip_dialog: bool = true
|
||||
```
|
||||
|
||||
True if skipping dialogs is allowed
|
||||
@@ -1,47 +0,0 @@
|
||||
<!-- 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
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run() -> int
|
||||
```
|
||||
|
||||
Run the event
|
||||
|
||||
**Returns** The execution code
|
||||
@@ -1,19 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,51 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCSoundPlayer
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Background sound player
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id: String = "_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
|
||||
@@ -1,34 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCSpeechPlayer
|
||||
|
||||
**Extends:** [Control](../Control)
|
||||
|
||||
## Description
|
||||
|
||||
Speech player
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### global\_id
|
||||
|
||||
```gdscript
|
||||
export var global_id: String = "_speech"
|
||||
```
|
||||
|
||||
Global id of the background music 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
|
||||
@@ -1,50 +0,0 @@
|
||||
<!-- 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
|
||||
|
||||
### interrupt
|
||||
|
||||
```gdscript
|
||||
func interrupt()
|
||||
```
|
||||
|
||||
Interrupt the statement in the middle of its execution.
|
||||
|
||||
## Signals
|
||||
|
||||
- signal finished(return_code): Emitted when the event did finish running
|
||||
- signal interrupted(return_code): Emitted when the event was interrupted
|
||||
@@ -1,143 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,251 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCTooltip
|
||||
|
||||
**Extends:** [RichTextLabel](../RichTextLabel)
|
||||
|
||||
## Description
|
||||
|
||||
A tooltip displaying <verb> <item1> [<item2>]
|
||||
|
||||
## Constants Descriptions
|
||||
|
||||
### MAX\_HEIGHT
|
||||
|
||||
```gdscript
|
||||
const MAX_HEIGHT: int = 500
|
||||
```
|
||||
|
||||
Maximum height of the label
|
||||
|
||||
### MAX\_WIDTH
|
||||
|
||||
```gdscript
|
||||
const MAX_WIDTH: int = 200
|
||||
```
|
||||
|
||||
Maximum width of the label
|
||||
|
||||
### MIN\_HEIGHT
|
||||
|
||||
```gdscript
|
||||
const MIN_HEIGHT: int = 30
|
||||
```
|
||||
|
||||
Minimum height of the label
|
||||
|
||||
### ONE\_LINE\_HEIGHT
|
||||
|
||||
```gdscript
|
||||
const ONE_LINE_HEIGHT: int = 16
|
||||
```
|
||||
|
||||
Height of one line in the label
|
||||
|
||||
## 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`
|
||||
|
||||
Color of the label
|
||||
|
||||
### offset\_from\_cursor
|
||||
|
||||
```gdscript
|
||||
export var offset_from_cursor = "(10, 0)"
|
||||
```
|
||||
|
||||
Vector2 defining the offset from the cursor
|
||||
|
||||
### debug\_mode
|
||||
|
||||
```gdscript
|
||||
export var debug_mode = false
|
||||
```
|
||||
|
||||
- **Setter**: `set_debug_mode`
|
||||
|
||||
Activates debug mode. If enabled, shows the label with a white background.
|
||||
|
||||
### debug\_texturerect\_node
|
||||
|
||||
```gdscript
|
||||
var debug_texturerect_node: TextureRect
|
||||
```
|
||||
|
||||
Node containing the debug white background
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### set\_color
|
||||
|
||||
```gdscript
|
||||
func set_color(p_color: Color)
|
||||
```
|
||||
|
||||
Set the color of the label
|
||||
|
||||
## Parameters
|
||||
- p_color: the color to set the label
|
||||
|
||||
### set\_debug\_mode
|
||||
|
||||
```gdscript
|
||||
func set_debug_mode(p_debug_mode: bool)
|
||||
```
|
||||
|
||||
Enable/disable debug mode of the label. If enabled, the label is displayed
|
||||
with a white background.
|
||||
|
||||
## Parameters
|
||||
- p_debug_mode: if true, enable debug mode. False to disable
|
||||
|
||||
### set\_target
|
||||
|
||||
```gdscript
|
||||
func set_target(target: String, needs_second_target: bool = false) -> void
|
||||
```
|
||||
|
||||
Set the first target of the label.
|
||||
|
||||
## Parameters
|
||||
- target: String the target to add to the label
|
||||
- needs_second_target: if true, the label will prepare for a second target
|
||||
|
||||
### set\_target2
|
||||
|
||||
```gdscript
|
||||
func set_target2(target2: String) -> void
|
||||
```
|
||||
|
||||
Set the second target of the label
|
||||
|
||||
## Parameters
|
||||
- target2: String the second target to add to the label
|
||||
|
||||
### update\_tooltip\_text
|
||||
|
||||
```gdscript
|
||||
func update_tooltip_text()
|
||||
```
|
||||
|
||||
Update the tooltip text.
|
||||
|
||||
### update\_size
|
||||
|
||||
```gdscript
|
||||
func update_size()
|
||||
```
|
||||
|
||||
Update the tooltip size according to the text.
|
||||
|
||||
### tooltip\_distance\_to\_edge\_top
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_top(position: Vector2)
|
||||
```
|
||||
|
||||
Return the tooltip distance to top edge.
|
||||
|
||||
## Parameters
|
||||
- position: the position to test
|
||||
|
||||
**Return**
|
||||
The distance to the edge.
|
||||
|
||||
### tooltip\_distance\_to\_edge\_bottom
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_bottom(position: Vector2)
|
||||
```
|
||||
|
||||
Return the tooltip distance to bottom edge.
|
||||
|
||||
## Parameters
|
||||
- position: the position to test
|
||||
|
||||
**Return**
|
||||
The distance to the edge.
|
||||
|
||||
### tooltip\_distance\_to\_edge\_left
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_left(position: Vector2)
|
||||
```
|
||||
|
||||
Return the tooltip distance to left edge.
|
||||
|
||||
## Parameters
|
||||
- position: the position to test
|
||||
|
||||
**Return**
|
||||
The distance to the edge.
|
||||
|
||||
### tooltip\_distance\_to\_edge\_right
|
||||
|
||||
```gdscript
|
||||
func tooltip_distance_to_edge_right(position: Vector2)
|
||||
```
|
||||
|
||||
Return the tooltip distance to right edge.
|
||||
|
||||
## Parameters
|
||||
- position: the position to test
|
||||
|
||||
**Return**
|
||||
The distance to the edge.
|
||||
|
||||
### clear
|
||||
|
||||
```gdscript
|
||||
func clear()
|
||||
```
|
||||
|
||||
Clear the tooltip targets texts
|
||||
@@ -1,60 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# ESCTransitionPlayer
|
||||
|
||||
**Extends:** [ColorRect](../ColorRect)
|
||||
|
||||
## Description
|
||||
|
||||
A transition player for scene changes
|
||||
|
||||
## Enumerations
|
||||
|
||||
### TRANSITION\_MODE
|
||||
|
||||
```gdscript
|
||||
const TRANSITION_MODE: Dictionary = {"IN":0,"OUT":1}
|
||||
```
|
||||
|
||||
The valid transition modes
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### transition
|
||||
|
||||
```gdscript
|
||||
func transition(transition_name: String = "", mode: int, duration: float = 1) -> void
|
||||
```
|
||||
|
||||
### get\_transition
|
||||
|
||||
```gdscript
|
||||
func get_transition(name: String) -> String
|
||||
```
|
||||
|
||||
Returns the full path for a transition shader based on its name
|
||||
|
||||
## Parameters
|
||||
|
||||
- name: The name of the transition to test
|
||||
|
||||
*Returns* the full path to the shader or an empty string, if it can't be found
|
||||
|
||||
### has\_transition
|
||||
|
||||
```gdscript
|
||||
func has_transition(name: String) -> bool
|
||||
```
|
||||
|
||||
Returns true whether the transition scene has a transition corresponding
|
||||
to name provided.
|
||||
|
||||
## Parameters
|
||||
|
||||
- name: The name of the transition to test
|
||||
|
||||
*Returns* true if a transition exists with given name.
|
||||
|
||||
## Signals
|
||||
|
||||
- signal transition_done(): Emitted when the transition was played
|
||||
@@ -1,65 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,53 +0,0 @@
|
||||
<!-- 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
|
||||
```
|
||||
|
||||
Whether to move fast
|
||||
|
||||
### dont\_interact\_on\_arrival
|
||||
|
||||
```gdscript
|
||||
var dont_interact_on_arrival: bool
|
||||
```
|
||||
|
||||
Whether an interaction should NOT happen after walk reaches destination
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### \_init
|
||||
|
||||
```gdscript
|
||||
func _init(p_target_object: ESCObject, p_target_position: Vector2, p_fast: bool, p_dont_interact_on_arrival: bool)
|
||||
```
|
||||
|
||||
@@ -1,32 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,40 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,31 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,31 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,40 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# PlaySndCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`play_snd file [player]`
|
||||
|
||||
Plays the sound specificed with the "file" parameter on the sound player
|
||||
`player`, without blocking. (player defaults to _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
|
||||
@@ -1,44 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,39 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# RandGlobalCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`rand_global name max_value`
|
||||
|
||||
Fills the "name" global with a random value between 0 and max-value-1.
|
||||
|
||||
@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
|
||||
@@ -1,32 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,49 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SayCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`say player text [type]`
|
||||
|
||||
Runs the specified string as a dialog said by the player. Blocks execution
|
||||
until the dialog finishes playing.
|
||||
|
||||
The text supports translation keys by prepending the key and separating
|
||||
it with a `:` from the text.
|
||||
|
||||
Example: `say player ROOM1_PICTURE:"Picture's looking good."`
|
||||
|
||||
Optional parameters:
|
||||
|
||||
* "type" determines the type of dialog UI to use. Default value is "default"
|
||||
|
||||
@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
|
||||
@@ -1,41 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,40 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,47 +0,0 @@
|
||||
<!-- 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 [wait]`
|
||||
|
||||
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.
|
||||
|
||||
The wait parameter sets how long to wait for each intermediate angle. It
|
||||
defaults to 0, meaning the turnaround is immediate.
|
||||
|
||||
@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
|
||||
@@ -1,39 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SetAnimationsCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`set_animations object animations`
|
||||
|
||||
Set the animation resource for the given ESCPlayer
|
||||
|
||||
@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
|
||||
@@ -1,32 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,33 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,34 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,39 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,44 +0,0 @@
|
||||
<!-- 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 "_music" and "_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
|
||||
@@ -1,39 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,42 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,26 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# SlideBlockCommand
|
||||
|
||||
**Extends:** [SlideCommand](../SlideCommand) < [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.
|
||||
|
||||
@ESC
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### run
|
||||
|
||||
```gdscript
|
||||
func run(command_params: Array) -> var
|
||||
```
|
||||
|
||||
Run the command
|
||||
@@ -1,42 +0,0 @@
|
||||
<!-- 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.
|
||||
|
||||
@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
|
||||
@@ -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 identifier path [is_active=true] [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
|
||||
@@ -1,31 +0,0 @@
|
||||
<!-- 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
|
||||
@@ -1,39 +0,0 @@
|
||||
<!-- 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.
|
||||
|
||||
@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
|
||||
@@ -1,39 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# TeleportPosCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`teleport_pos object1 x y`
|
||||
|
||||
Sets the position of object1 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
|
||||
@@ -1,45 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# TransitionCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`transition transition_name in|out [delay]`
|
||||
|
||||
Performs a transition in our out manually.
|
||||
|
||||
Parameters:
|
||||
- transition_name: Name of the transition shader from one of the transition
|
||||
directories
|
||||
- in|out: Wether to play the transition in IN- or OUT-mode
|
||||
- delay: Delay for the transition to take. Defaults to 1 second
|
||||
|
||||
@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
|
||||
@@ -1,42 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# TurnToCommand
|
||||
|
||||
**Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node)
|
||||
|
||||
## Description
|
||||
|
||||
`turn_to object object_to_face [wait]`
|
||||
|
||||
Turns object to face another object.
|
||||
|
||||
The wait parameter sets how long to wait for each intermediate angle. It
|
||||
defaults to 0, meaning the turnaround is immediate.
|
||||
|
||||
@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
|
||||
@@ -1,31 +0,0 @@
|
||||
<!-- 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
|
||||
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Reference in New Issue
Block a user