chore: storing version and changelog
This commit is contained in:
@@ -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)
|
## [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)
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -12,7 +12,7 @@
|
|||||||
#
|
#
|
||||||
# - object: Object that holds the ESC script with the event
|
# - object: Object that holds the ESC script with the event
|
||||||
# - event: Name of the event to queue
|
# - 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.
|
# previously unused channel name will create a new channel.
|
||||||
# - block: Whether to wait for the queue to finish. This is only possible, if
|
# - 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
|
# the queued event is not to be run on the same event as this command
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
# `repeat`
|
# `repeat`
|
||||||
#
|
#
|
||||||
# Makes the current script loop back to the start. Currently the only way to
|
# 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.
|
# completely.
|
||||||
#
|
#
|
||||||
# @ESC
|
# @ESC
|
||||||
|
|||||||
@@ -14,9 +14,9 @@
|
|||||||
# defined to cover the angle from 45 to 135 degrees, setting the target angle
|
# 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.
|
# 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
|
# 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
|
# 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
|
# 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
|
# 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
|
# - *object*: Global ID of the object to turn
|
||||||
# - *target_degrees*: Number of degrees by which `object` is to be turned
|
# - *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
|
# between the current angle of `object` and the target angle. A value of
|
||||||
# `0` will complete the turn immediately (default: `0`)
|
# `0` will complete the turn immediately (default: `0`)
|
||||||
#
|
#
|
||||||
|
|||||||
@@ -1,15 +1,15 @@
|
|||||||
# `set_state object state [immediate]`
|
# `set_state object state [immediate]`
|
||||||
#
|
#
|
||||||
# Changes the state of `object` to the one specified.
|
# 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
|
# If the specified object's associated animation player has an animation
|
||||||
# with the same name, that animation is also played.
|
# with the same name, that animation is also played.
|
||||||
#
|
#
|
||||||
# When the "state" of the object is set - for example, a door may be set
|
# 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 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
|
# (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.
|
# will be restored - showing the door as a closed door.
|
||||||
#
|
#
|
||||||
# **Parameters**
|
# **Parameters**
|
||||||
|
|||||||
@@ -2,7 +2,7 @@
|
|||||||
#
|
#
|
||||||
# Shows either the main menu or the pause menu. The enable_automatic_transition
|
# 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
|
# 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
|
# 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 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
|
# `transition` command in the menu's `setup` event to manage the look of the
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
# `stop`
|
# `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
|
# script entirely - if you're within a conditional block, the code after the
|
||||||
# conditional block will not be executed.
|
# conditional block will not be executed.
|
||||||
#
|
#
|
||||||
|
|||||||
@@ -3,17 +3,17 @@
|
|||||||
# Stops the given audio bus's stream.
|
# Stops the given audio bus's stream.
|
||||||
#
|
#
|
||||||
# By default there are 3 audio buses set up by Escoria : `_sound`, which is
|
# 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`).
|
# 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 :
|
# 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)
|
# [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses)
|
||||||
#
|
#
|
||||||
# **Parameters**
|
# **Parameters**
|
||||||
#
|
#
|
||||||
# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
|
# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
|
||||||
# audio bus you have created.)
|
# audio bus you have created.)
|
||||||
#
|
#
|
||||||
# @ESC
|
# @ESC
|
||||||
extends ESCBaseCommand
|
extends ESCBaseCommand
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
# `walk object target [walk_fast]`
|
# `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
|
# ESCItem's location while playing `object`'s walking animation. This command
|
||||||
# is non-blocking.
|
# is non-blocking.
|
||||||
# This command will use the normal walk speed by default.
|
# This command will use the normal walk speed by default.
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
# `walk_block object target [walk_fast]`
|
# `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
|
# ESCItem's location while playing `object`'s walking animation. This command
|
||||||
# is blocking.
|
# is blocking.
|
||||||
# This command will use the normal walk speed by default.
|
# This command will use the normal walk speed by default.
|
||||||
|
|||||||
Reference in New Issue
Block a user