chore: storing version and changelog
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## [4.0.0-alpha.220](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.220) (2022-10-24)
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### Bug Fixes
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* Documentation clarifications ([6ea0c29](https://github.com/godot-escoria/escoria-demo-game/commit/6ea0c2923421f8b2d088aa942a346a7d5ee1e697))
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## [4.0.0-alpha.219](https://github.com/godot-escoria/escoria-demo-game/compare/v0.0.0...v4.0.0-alpha.219) (2022-10-24)
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#
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# - object: Object that holds the ESC script with the event
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# - event: Name of the event to queue
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# - channel: Channel to run the event on (default: `_front`). Using a
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# - channel: Channel to run the event on (default: `_front`). Using a
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# previously unused channel name will create a new channel.
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# - block: Whether to wait for the queue to finish. This is only possible, if
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# the queued event is not to be run on the same event as this command
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# `repeat`
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#
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# Makes the current script loop back to the start. Currently the only way to
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# exit the loop is via the `stop` command which will stop the script
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# exit the loop is via the `stop` command which will stop the script
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# completely.
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#
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# @ESC
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# defined to cover the angle from 45 to 135 degrees, setting the target angle
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# to 120 degrees will result in the right-facing animation being used.
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#
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# The number of intermediate animations shown while turning the
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# The number of intermediate animations shown while turning the
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# item will depend on the directions specified in the item's definition. A 16
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# direction character will turn through 8 different directions to turn 180
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# direction character will turn through 8 different directions to turn 180
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# degrees, a 4 direction character only 2. The wait time will determine how
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# long the idle animation for each direction is played before using the next
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# direction's animation. As such, if wait was set to 1 second, a 16 direction
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#
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# - *object*: Global ID of the object to turn
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# - *target_degrees*: Number of degrees by which `object` is to be turned
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# - *wait*: Number of seconds to wait for while playing each animation occurring
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# - *wait*: Number of seconds to wait for while playing each animation occurring
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# between the current angle of `object` and the target angle. A value of
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# `0` will complete the turn immediately (default: `0`)
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#
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# `set_state object state [immediate]`
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#
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# Changes the state of `object` to the one specified.
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# This command is primarily used to play animations.
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#
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# This command is primarily used to play animations.
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#
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# If the specified object's associated animation player has an animation
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# with the same name, that animation is also played.
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#
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# When the "state" of the object is set - for example, a door may be set
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# to a "closed" state - this plays the matching "close" animation if one exists
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# (to show the door closing in the game). When you re-enter the room (via a
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# different entry), or restore a saved game, the state of the door object
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# different entry), or restore a saved game, the state of the door object
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# will be restored - showing the door as a closed door.
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#
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# **Parameters**
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#
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# Shows either the main menu or the pause menu. The enable_automatic_transition
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# parameter can be used to specify if Escoria manages the graphical transition to
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# the menu or not.
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# the menu or not.
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# Setting `enable_automatic_transition` to false allows you to manage the
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# transition effect for your menu as it transitions in and out. Place a
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# `transition` command in the menu's `setup` event to manage the look of the
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# `stop`
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#
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# Stops the current event's execution. Note that this will stop the current
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# Stops the current event's execution. Note that this will stop the current
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# script entirely - if you're within a conditional block, the code after the
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# conditional block will not be executed.
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#
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# Stops the given audio bus's stream.
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#
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# By default there are 3 audio buses set up by Escoria : `_sound`, which is
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# used to play non-looping sound effects; `_music`, which plays looping music;
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# used to play non-looping sound effects; `_music`, which plays looping music;
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# and `_speech`, which plays non-looping voice files (default: `_music`).
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#
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# Each simultaneous sound (e.g. multiple game sound effects) will require its
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# Each simultaneous sound (e.g. multiple game sound effects) will require its
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# own bus. To create additional buses, see the Godot sound documentation :
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# [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses)
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#
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#
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# **Parameters**
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#
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# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
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# audio bus you have created.)
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# audio bus you have created.)
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#
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# @ESC
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extends ESCBaseCommand
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# `walk object target [walk_fast]`
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#
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# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
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# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
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# ESCItem's location while playing `object`'s walking animation. This command
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# is non-blocking.
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# This command will use the normal walk speed by default.
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# `walk_block object target [walk_fast]`
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#
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# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
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# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
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# ESCItem's location while playing `object`'s walking animation. This command
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# is blocking.
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# This command will use the normal walk speed by default.
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