diff --git a/CHANGELOG.md b/CHANGELOG.md index 21067c3b..5292c283 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,3 +1,12 @@ +## [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) + + +### Bug Fixes + +* Documentation clarifications ([6ea0c29](https://github.com/godot-escoria/escoria-demo-game/commit/6ea0c2923421f8b2d088aa942a346a7d5ee1e697)) + + + ## [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) diff --git a/addons/escoria-core/game/core-scripts/esc/commands/queue_event.gd b/addons/escoria-core/game/core-scripts/esc/commands/queue_event.gd index 1c060e7a..96822f7a 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/queue_event.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/queue_event.gd @@ -12,7 +12,7 @@ # # - object: Object that holds the ESC script with the event # - event: Name of the event to queue -# - channel: Channel to run the event on (default: `_front`). Using a +# - channel: Channel to run the event on (default: `_front`). Using a # previously unused channel name will create a new channel. # - block: Whether to wait for the queue to finish. This is only possible, if # the queued event is not to be run on the same event as this command diff --git a/addons/escoria-core/game/core-scripts/esc/commands/repeat.gd b/addons/escoria-core/game/core-scripts/esc/commands/repeat.gd index 47fbacd9..f07eee33 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/repeat.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/repeat.gd @@ -1,7 +1,7 @@ # `repeat` # # Makes the current script loop back to the start. Currently the only way to -# exit the loop is via the `stop` command which will stop the script +# exit the loop is via the `stop` command which will stop the script # completely. # # @ESC diff --git a/addons/escoria-core/game/core-scripts/esc/commands/set_angle.gd b/addons/escoria-core/game/core-scripts/esc/commands/set_angle.gd index e68d375f..a7759fbe 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/set_angle.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/set_angle.gd @@ -14,9 +14,9 @@ # defined to cover the angle from 45 to 135 degrees, setting the target angle # to 120 degrees will result in the right-facing animation being used. # -# The number of intermediate animations shown while turning the +# The number of intermediate animations shown while turning the # item will depend on the directions specified in the item's definition. A 16 -# direction character will turn through 8 different directions to turn 180 +# direction character will turn through 8 different directions to turn 180 # degrees, a 4 direction character only 2. The wait time will determine how # long the idle animation for each direction is played before using the next # direction's animation. As such, if wait was set to 1 second, a 16 direction @@ -27,7 +27,7 @@ # # - *object*: Global ID of the object to turn # - *target_degrees*: Number of degrees by which `object` is to be turned -# - *wait*: Number of seconds to wait for while playing each animation occurring +# - *wait*: Number of seconds to wait for while playing each animation occurring # between the current angle of `object` and the target angle. A value of # `0` will complete the turn immediately (default: `0`) # diff --git a/addons/escoria-core/game/core-scripts/esc/commands/set_state.gd b/addons/escoria-core/game/core-scripts/esc/commands/set_state.gd index 1a81ecaf..9de99887 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/set_state.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/set_state.gd @@ -1,15 +1,15 @@ # `set_state object state [immediate]` # # Changes the state of `object` to the one specified. -# This command is primarily used to play animations. -# +# This command is primarily used to play animations. +# # If the specified object's associated animation player has an animation # with the same name, that animation is also played. # # When the "state" of the object is set - for example, a door may be set # to a "closed" state - this plays the matching "close" animation if one exists # (to show the door closing in the game). When you re-enter the room (via a -# different entry), or restore a saved game, the state of the door object +# different entry), or restore a saved game, the state of the door object # will be restored - showing the door as a closed door. # # **Parameters** diff --git a/addons/escoria-core/game/core-scripts/esc/commands/show_menu.gd b/addons/escoria-core/game/core-scripts/esc/commands/show_menu.gd index abd5ccc2..53ec8d0a 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/show_menu.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/show_menu.gd @@ -2,7 +2,7 @@ # # Shows either the main menu or the pause menu. The enable_automatic_transition # parameter can be used to specify if Escoria manages the graphical transition to -# the menu or not. +# the menu or not. # Setting `enable_automatic_transition` to false allows you to manage the # transition effect for your menu as it transitions in and out. Place a # `transition` command in the menu's `setup` event to manage the look of the diff --git a/addons/escoria-core/game/core-scripts/esc/commands/stop.gd b/addons/escoria-core/game/core-scripts/esc/commands/stop.gd index e621d106..7b59f333 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/stop.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/stop.gd @@ -1,6 +1,6 @@ # `stop` # -# Stops the current event's execution. Note that this will stop the current +# Stops the current event's execution. Note that this will stop the current # script entirely - if you're within a conditional block, the code after the # conditional block will not be executed. # diff --git a/addons/escoria-core/game/core-scripts/esc/commands/stop_snd.gd b/addons/escoria-core/game/core-scripts/esc/commands/stop_snd.gd index ce34b92d..c9c9b12b 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/stop_snd.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/stop_snd.gd @@ -3,17 +3,17 @@ # Stops the given audio bus's stream. # # By default there are 3 audio buses set up by Escoria : `_sound`, which is -# used to play non-looping sound effects; `_music`, which plays looping music; +# used to play non-looping sound effects; `_music`, which plays looping music; # and `_speech`, which plays non-looping voice files (default: `_music`). # -# Each simultaneous sound (e.g. multiple game sound effects) will require its +# Each simultaneous sound (e.g. multiple game sound effects) will require its # own bus. To create additional buses, see the Godot sound documentation : # [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses) -# +# # **Parameters** # # - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom -# audio bus you have created.) +# audio bus you have created.) # # @ESC extends ESCBaseCommand diff --git a/addons/escoria-core/game/core-scripts/esc/commands/walk.gd b/addons/escoria-core/game/core-scripts/esc/commands/walk.gd index f8f93ef7..a5debcda 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/walk.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/walk.gd @@ -1,6 +1,6 @@ # `walk object target [walk_fast]` # -# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target` +# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target` # ESCItem's location while playing `object`'s walking animation. This command # is non-blocking. # This command will use the normal walk speed by default. diff --git a/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd b/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd index 44870e33..d3179478 100644 --- a/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd +++ b/addons/escoria-core/game/core-scripts/esc/commands/walk_block.gd @@ -1,6 +1,6 @@ # `walk_block object target [walk_fast]` # -# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target` +# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target` # ESCItem's location while playing `object`'s walking animation. This command # is blocking. # This command will use the normal walk speed by default.