docs: Reorganized docs to the docs repo (#426)

Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
Dennis Ploeger
2021-11-02 11:26:48 +01:00
committed by GitHub
parent 7fbe96155f
commit 94f77cf646
126 changed files with 38 additions and 8005 deletions

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@@ -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\""
- name: "Update ESC reference"
run: |
apt update && apt install -y python3
cd docs
python3 extractesc.py
- 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"

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@@ -1,67 +1,20 @@
# Escoria
# Escoria Demo Game
![Escoria Logo](https://raw.githubusercontent.com/godot-escoria/escoria-demo-game/main/addons/escoria-core/design/escoria-logo-small.png)
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://raw.githubusercontent.com/godot-escoria/.github/main/design/escoria-logo-small.png)
[![Join our Discord](https://img.shields.io/discord/884336424780984330.svg?label=Join%20our%20Discord&logo=Discord&colorB=7289da&style=for-the-badge)](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
```

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@@ -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

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<!-- 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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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<!-- 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

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<!-- 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

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@@ -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

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@@ -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

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@@ -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

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@@ -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

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@@ -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)

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@@ -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):

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@@ -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

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<!-- 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

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<!-- 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

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@@ -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()
```

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<!-- 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)
```

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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)
```

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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
```

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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).

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<!-- 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

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<!-- 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.

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<!-- 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
```

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<!-- 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

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<!-- 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):

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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)
```

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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<!-- 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

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@@ -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

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@@ -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

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<!-- 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

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<!-- 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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