feat: This enables user-defined transition and uses a tween to animate the transitions (#405)
* feat: This enables user-defined transition and uses a tween to animate the transitions fixes #344 * docs: Automatic update of API docs * docs: Automatic update of API docs Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
This commit is contained in:
@@ -63,7 +63,10 @@ func run(command_params: Array) -> int:
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escoria.event_manager.interrupt_running_event()
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if !command_params[1]:
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escoria.main.scene_transition.transition_out()
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escoria.main.scene_transition.transition(
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"",
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ESCTransitionPlayer.TRANSITION_MODE.OUT
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)
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yield(escoria.main.scene_transition, "transition_done")
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escoria.inputs_manager.clear_stack()
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@@ -109,7 +112,7 @@ func run(command_params: Array) -> int:
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return rc[0]
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if !command_params[1]:
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escoria.main.scene_transition.transition_in()
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escoria.main.scene_transition.transition()
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yield(escoria.main.scene_transition, "transition_done")
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if script.events.has("ready"):
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@@ -122,7 +125,7 @@ func run(command_params: Array) -> int:
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else:
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if !command_params[1]:
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escoria.main.scene_transition.transition_in()
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escoria.main.scene_transition.transition()
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yield(escoria.main.scene_transition, "transition_done")
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# Clear queued resources
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@@ -1,7 +1,13 @@
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# `transition transition_name in|out`
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# `transition transition_name in|out [delay]`
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#
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# Performs a transition in our out manually.
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#
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# Parameters:
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# - transition_name: Name of the transition shader from one of the transition
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# directories
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# - in|out: Wether to play the transition in IN- or OUT-mode
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# - delay: Delay for the transition to take. Defaults to 1 second
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#
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# @ESC
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extends ESCBaseCommand
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class_name TransitionCommand
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@@ -11,8 +17,8 @@ class_name TransitionCommand
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func configure() -> ESCCommandArgumentDescriptor:
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return ESCCommandArgumentDescriptor.new(
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2,
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[TYPE_STRING, TYPE_STRING],
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[null, null]
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[TYPE_STRING, TYPE_STRING, TYPE_REAL],
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[null, null, 1.0]
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)
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@@ -39,7 +45,14 @@ func validate(arguments: Array):
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# Run the command
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func run(command_params: Array) -> int:
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var transition_player = escoria.main.scene_transition
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transition_player.call("transition_%s" % command_params[1], command_params[0])
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var animation_finished = yield(transition_player, "transition_done")
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escoria.main.scene_transition.transition(
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command_params[0],
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ESCTransitionPlayer.TRANSITION_MODE.OUT if command_params[1] == "out" \
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else ESCTransitionPlayer.TRANSITION_MODE.IN,
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command_params[2]
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)
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yield(
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escoria.main.scene_transition,
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"transition_done"
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)
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return ESCExecution.RC_OK
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@@ -18,11 +18,13 @@ var current_scene: Node
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var wait_level
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# Reference to the scene transition node
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onready var scene_transition = $layers/curtain/scene_transition
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onready var scene_transition: ESCTransitionPlayer
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# Connect the wait timer event
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func _ready() -> void:
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scene_transition = ESCTransitionPlayer.new()
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$layers/curtain.add_child(scene_transition)
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$layers/wait_timer.connect("timeout", self, "_on_wait_finished")
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@@ -1,9 +1,8 @@
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[gd_scene load_steps=7 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://addons/escoria-core/game/main.gd" type="Script" id=1]
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[ext_resource path="res://addons/escoria-core/game/scenes/esc_prompt/esc_prompt_popup.tscn" type="PackedScene" id=2]
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[ext_resource path="res://addons/escoria-core/game/scenes/sound/esc_music_player.tscn" type="PackedScene" id=3]
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[ext_resource path="res://addons/escoria-core/game/scenes/transitions/transition.tscn" type="PackedScene" id=4]
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[ext_resource path="res://addons/escoria-core/game/scenes/sound/esc_sound_player.tscn" type="PackedScene" id=5]
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[ext_resource path="res://addons/escoria-core/game/scenes/sound/esc_speech_player.tscn" type="PackedScene" id=6]
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@@ -15,8 +14,6 @@ script = ExtResource( 1 )
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[node name="curtain" type="CanvasLayer" parent="layers"]
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layer = 20
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[node name="scene_transition" parent="layers/curtain" instance=ExtResource( 4 )]
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[node name="menu" type="CanvasLayer" parent="layers"]
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[node name="wait_timer" type="Timer" parent="layers"]
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@@ -0,0 +1,117 @@
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# A transition player for scene changes
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extends ColorRect
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class_name ESCTransitionPlayer
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# Emitted when the transition was played
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signal transition_done
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# The valid transition modes
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enum TRANSITION_MODE {
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IN,
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OUT
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}
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# The tween instance to animate
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var _tween: Tween
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# If the current tween was canceled
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var _was_canceled: bool = false
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# Fade in when the scene is starting
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func _ready() -> void:
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anchor_left = 0
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anchor_top = 0
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anchor_right = 1
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anchor_bottom = 1
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color = Color.white
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mouse_filter = MOUSE_FILTER_IGNORE
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_tween = Tween.new()
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add_child(_tween)
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_tween.connect("tween_all_completed", self, "_on_tween_completed")
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transition()
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# Play a transition animation
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#
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# ## Parameters
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#
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# - transition_name: name of the transition to play (if empty string, uses
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# the default transition)
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# - mode: Mode to transition (in/out)
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# - duration: The duration the transition should take
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func transition(
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transition_name: String = "",
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mode: int = TRANSITION_MODE.IN,
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duration: float = 1.0
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) -> void:
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if not has_transition(transition_name):
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escoria.logger.report_errors(
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"transition: Transition %s not found" % transition_name,
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[]
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)
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material = ResourceLoader.load(get_transition(transition_name))
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var start = 0
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var end = 1
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if mode == TRANSITION_MODE.OUT:
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start = 1
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end = 0
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if _tween.is_active():
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_was_canceled = true
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_tween.stop_all()
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_tween.remove_all()
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_tween.interpolate_property(
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$".",
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"material:shader_param/cutoff",
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start,
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end,
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duration
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)
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_was_canceled = false
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_tween.start()
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# Returns the full path for a transition shader based on its name
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#
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# ## Parameters
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#
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# - name: The name of the transition to test
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#
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# *Returns* the full path to the shader or an empty string, if it can't be found
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func get_transition(name: String) -> String:
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if name.empty():
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name = ProjectSettings.get_setting(
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"escoria/ui/default_transition"
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)
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for directory in ProjectSettings.get_setting("escoria/ui/transition_paths"):
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if ResourceLoader.exists(directory.plus_file("%s.material" % name)):
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return directory.plus_file("%s.material" % name)
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return ""
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# Returns true whether the transition scene has a transition corresponding
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# to name provided.
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#
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# ## Parameters
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#
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# - name: The name of the transition to test
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#
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# *Returns* true if a transition exists with given name.
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func has_transition(name: String) -> bool:
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return not get_transition(name) == ""
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func _on_tween_completed():
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if not _was_canceled:
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emit_signal("transition_done")
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_tween.stop_all()
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_tween.remove_all()
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@@ -1,68 +0,0 @@
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# A transition player for scene changes
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extends ColorRect
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# Emitted when the transition was played
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signal transition_done
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# The name of the default transition to play
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export(
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String,
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"fade_black",
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"fade_white",
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"curtain"
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) var transition_name: String
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# Reference to the _AnimationPlayer_ node
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onready var _anim_player := $AnimationPlayer
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# Fade in when the scene is starting
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func _ready() -> void:
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transition_in()
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# Transition out
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#
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# ## Parameters
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#
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# - p_transition_name: name of the transition to play (if empty string, uses
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# the default transition)
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func transition_out(p_transition_name: String = "") -> void:
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if p_transition_name.empty():
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_anim_player.play_backwards(transition_name)
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else:
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_anim_player.play_backwards(p_transition_name)
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yield(_anim_player, "animation_finished")
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emit_signal("transition_done")
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_anim_player.seek(0.0)
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# Transition in
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#
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# ## Parameters
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#
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# - p_transition_name: name of the transition to play (if empty string, uses
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# the default transition)
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func transition_in(p_transition_name: String = "") -> void:
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if p_transition_name.empty():
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_anim_player.play(transition_name)
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else:
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_anim_player.play(p_transition_name)
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yield(_anim_player, "animation_finished")
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emit_signal("transition_done")
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_anim_player.seek(0.0)
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# Returns true whether the transition scene has a transition corresponding
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# to name provided.
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#
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# ## Parameters
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#
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# - p_name: The name of the transition to test
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#
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# *Returns* true if a transition exists with given name.
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func has_transition(p_name: String) -> bool:
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return _anim_player.has_animation(p_name)
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@@ -1,124 +1,7 @@
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[gd_scene load_steps=6 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://addons/escoria-core/game/scenes/transitions/transition.gd" type="Script" id=1]
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[ext_resource path="res://addons/escoria-core/game/scenes/transitions/shaders/transition.material" type="Material" id=2]
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[sub_resource type="Animation" id=1]
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resource_name = "curtain"
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tracks/0/type = "value"
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tracks/0/path = NodePath(".:material:shader_param/cutoff")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 1 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ 0.0, 1.0 ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath(".:material:shader_param/color")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Color( 0, 0, 0, 1 ) ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath(".:modulate")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Color( 1, 1, 1, 1 ) ]
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}
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[sub_resource type="Animation" id=2]
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length = 0.5
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tracks/0/type = "value"
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tracks/0/path = NodePath(".:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.5 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Color( 0, 0, 0, 0 ), Color( 0, 0, 0, 1 ) ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath(".:material:shader_param/cutoff")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ 0.0 ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath(".:material:shader_param/color")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Color( 0, 0, 0, 1 ) ]
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}
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[sub_resource type="Animation" id=3]
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length = 0.5
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tracks/0/type = "value"
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tracks/0/path = NodePath(".:modulate")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.5 ),
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"transitions": PoolRealArray( 1, 1 ),
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"update": 0,
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"values": [ Color( 1, 1, 1, 0 ), Color( 1, 1, 1, 1 ) ]
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}
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tracks/1/type = "value"
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tracks/1/path = NodePath(".:material:shader_param/cutoff")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ 0.0 ]
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}
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tracks/2/type = "value"
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tracks/2/path = NodePath(".:material:shader_param/color")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/keys = {
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"times": PoolRealArray( 0 ),
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"transitions": PoolRealArray( 1 ),
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"update": 0,
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"values": [ Color( 1, 1, 1, 1 ) ]
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}
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[ext_resource path="res://addons/escoria-core/game/scenes/transitions/esc_transition_player.gd" type="Script" id=1]
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[ext_resource path="res://addons/escoria-core/game/scenes/transitions/shaders/curtain.material" type="Material" id=2]
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[node name="scene_transition" type="ColorRect"]
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material = ExtResource( 2 )
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@@ -129,9 +12,5 @@ script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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transition_name = "curtain"
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/curtain = SubResource( 1 )
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anims/fade_black = SubResource( 2 )
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anims/fade_white = SubResource( 3 )
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[node name="Tween" type="Tween" parent="."]
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@@ -92,6 +92,29 @@ func set_escoria_ui_settings():
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}
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ProjectSettings.add_property_info(game_scene_property_info)
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if !ProjectSettings.has_setting("escoria/ui/default_transition"):
|
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ProjectSettings.set_setting(
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"escoria/ui/default_transition",
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"curtain"
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)
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ProjectSettings.add_property_info({
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"name": "escoria/ui/default_transition",
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"type": TYPE_STRING
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})
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if !ProjectSettings.has_setting("escoria/ui/transition_paths"):
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ProjectSettings.set_setting(
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"escoria/ui/transition_paths",
|
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[
|
||||
"res://addons/escoria-core/game/scenes/transitions/shaders/"
|
||||
]
|
||||
)
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ProjectSettings.add_property_info({
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"name": "escoria/ui/transition_paths",
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||||
"type": TYPE_STRING_ARRAY,
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||||
"hint": PROPERTY_HINT_DIR
|
||||
})
|
||||
|
||||
|
||||
# Prepare the settings in the Escoria main category
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||||
func set_escoria_main_settings():
|
||||
|
||||
@@ -349,7 +349,7 @@ Return the sprite node
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### set\_angle
|
||||
|
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```gdscript
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||||
func set_angle(deg: int, immediate = true)
|
||||
func set_angle(deg: int, wait: float = 0)
|
||||
```
|
||||
|
||||
Set the angle
|
||||
@@ -357,13 +357,12 @@ Set the angle
|
||||
#### Parameters
|
||||
|
||||
- deg: The angle degree to set
|
||||
- immediate: Set the angle immediately. If false will show intermediate
|
||||
angles
|
||||
- wait: Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### turn\_to
|
||||
|
||||
```gdscript
|
||||
func turn_to(object: Node, immediate = true)
|
||||
func turn_to(object: Node, wait: float = 0)
|
||||
```
|
||||
|
||||
Turn to face another object
|
||||
@@ -371,8 +370,7 @@ Turn to face another object
|
||||
#### Parameters
|
||||
|
||||
- deg: The angle degree to set
|
||||
- immediate: Set the angle immediately. If false will show intermediate
|
||||
angles
|
||||
- float Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### start\_talking
|
||||
|
||||
|
||||
@@ -170,7 +170,7 @@ Update the sprite scale and lighting
|
||||
### set\_angle
|
||||
|
||||
```gdscript
|
||||
func set_angle(deg: int, immediate = true) -> var
|
||||
func set_angle(deg: int, wait: float = 0) -> var
|
||||
```
|
||||
|
||||
Sets character's angle and plays according animation.
|
||||
@@ -178,14 +178,12 @@ Sets character's angle and plays according animation.
|
||||
#### Parameters
|
||||
|
||||
- deg int angle to set the character
|
||||
- immediate
|
||||
If true, direction is switched immediately. Else, successive
|
||||
animations are used so that the character turns to target angle.
|
||||
- wait float Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### turn\_to
|
||||
|
||||
```gdscript
|
||||
func turn_to(item: Node, immediate = true) -> void
|
||||
func turn_to(item: Node, wait: float = 0) -> void
|
||||
```
|
||||
|
||||
Turns the character to face another item or character.
|
||||
@@ -193,9 +191,7 @@ Turns the character to face another item or character.
|
||||
#### Parameters
|
||||
|
||||
- item_id id of the object to face.
|
||||
- immediate
|
||||
If true, direction is switched immediately. Else, successive
|
||||
animations are used so that the character turns to target angle.
|
||||
- float Wait this amount of seconds until continuing with turning around
|
||||
|
||||
### get\_shortest\_way\_to\_dir
|
||||
|
||||
|
||||
60
docs/api/ESCTransitionPlayer.md
Normal file
60
docs/api/ESCTransitionPlayer.md
Normal file
@@ -0,0 +1,60 @@
|
||||
<!-- 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
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
## Description
|
||||
|
||||
`set_angle object degrees [immediate]`
|
||||
`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
|
||||
@@ -15,6 +15,9 @@ 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
|
||||
|
||||
@@ -6,10 +6,16 @@
|
||||
|
||||
## Description
|
||||
|
||||
`transition transition_name in|out`
|
||||
`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
|
||||
|
||||
@@ -6,12 +6,12 @@
|
||||
|
||||
## Description
|
||||
|
||||
`turn_to object object_to_face [immediate]`
|
||||
`turn_to object object_to_face [wait]`
|
||||
|
||||
Turns object to face another object.
|
||||
|
||||
Set immediate to true to show directly switch to the direction and not
|
||||
show intermediate angles
|
||||
The wait parameter sets how long to wait for each intermediate angle. It
|
||||
defaults to 0, meaning the turnaround is immediate.
|
||||
|
||||
@ESC
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@ The Escoria context currently in wait state
|
||||
### scene\_transition
|
||||
|
||||
```gdscript
|
||||
var scene_transition
|
||||
var scene_transition: ESCTransitionPlayer
|
||||
```
|
||||
|
||||
Reference to the scene transition node
|
||||
|
||||
@@ -1,64 +0,0 @@
|
||||
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
|
||||
|
||||
# transition.gd
|
||||
|
||||
**Extends:** [ColorRect](../ColorRect)
|
||||
|
||||
## Description
|
||||
|
||||
A transition player for scene changes
|
||||
|
||||
## Property Descriptions
|
||||
|
||||
### transition\_name
|
||||
|
||||
```gdscript
|
||||
export var transition_name: String = ""
|
||||
```
|
||||
|
||||
## Method Descriptions
|
||||
|
||||
### transition\_out
|
||||
|
||||
```gdscript
|
||||
func transition_out(p_transition_name: String = "") -> var
|
||||
```
|
||||
|
||||
Transition out
|
||||
|
||||
## Parameters
|
||||
|
||||
- p_transition_name: name of the transition to play (if empty string, uses
|
||||
the default transition)
|
||||
|
||||
### transition\_in
|
||||
|
||||
```gdscript
|
||||
func transition_in(p_transition_name: String = "") -> var
|
||||
```
|
||||
|
||||
Transition in
|
||||
|
||||
## Parameters
|
||||
|
||||
- p_transition_name: name of the transition to play (if empty string, uses
|
||||
the default transition)
|
||||
|
||||
### has\_transition
|
||||
|
||||
```gdscript
|
||||
func has_transition(p_name: String) -> bool
|
||||
```
|
||||
|
||||
Returns true whether the transition scene has a transition corresponding
|
||||
to name provided.
|
||||
|
||||
## Parameters
|
||||
|
||||
- p_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
|
||||
19
docs/esc.md
19
docs/esc.md
@@ -277,7 +277,7 @@ event ends.
|
||||
|
||||
Changes the "active" state of the object, value can be true or false.
|
||||
Inactive objects are hidden in the scene.
|
||||
#### <a name="SetAngleCommand.md"></a>`set_angle object degrees [immediate]` [API-Doc](api/SetAngleCommand.md)
|
||||
#### <a name="SetAngleCommand.md"></a>`set_angle object degrees [wait]` [API-Doc](api/SetAngleCommand.md)
|
||||
|
||||
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
|
||||
@@ -285,6 +285,9 @@ 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.
|
||||
#### <a name="SetAnimationsCommand.md"></a>`set_animations object animations` [API-Doc](api/SetAnimationsCommand.md)
|
||||
|
||||
Set the animation resource for the given ESCPlayer
|
||||
@@ -348,15 +351,21 @@ Sets the position of object1 to the position of object2.
|
||||
#### <a name="TeleportPosCommand.md"></a>`teleport_pos object1 x y` [API-Doc](api/TeleportPosCommand.md)
|
||||
|
||||
Sets the position of object1 to the position (x,y).
|
||||
#### <a name="TransitionCommand.md"></a>`transition transition_name in|out` [API-Doc](api/TransitionCommand.md)
|
||||
#### <a name="TransitionCommand.md"></a>`transition transition_name in|out [delay]` [API-Doc](api/TransitionCommand.md)
|
||||
|
||||
Performs a transition in our out manually.
|
||||
#### <a name="TurnToCommand.md"></a>`turn_to object object_to_face [immediate]` [API-Doc](api/TurnToCommand.md)
|
||||
|
||||
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
|
||||
#### <a name="TurnToCommand.md"></a>`turn_to object object_to_face [wait]` [API-Doc](api/TurnToCommand.md)
|
||||
|
||||
Turns object to face another object.
|
||||
|
||||
Set immediate to true to show directly switch to the direction and not
|
||||
show intermediate angles
|
||||
The wait parameter sets how long to wait for each intermediate angle. It
|
||||
defaults to 0, meaning the turnaround is immediate.
|
||||
#### <a name="WaitCommand.md"></a>`wait seconds` [API-Doc](api/WaitCommand.md)
|
||||
|
||||
Blocks execution of the current script for a number of seconds specified by the "seconds" parameter.
|
||||
|
||||
@@ -90,6 +90,7 @@ position = Vector2( 958.107, 176.401 )
|
||||
global_id = "r2_button_right"
|
||||
esc_script = "res://game/rooms/room02/esc/button.esc"
|
||||
dialog_color = Color( 0, 1, 0.109804, 1 )
|
||||
animations = null
|
||||
|
||||
[node name="Position2D" type="Position2D" parent="button_right"]
|
||||
position = Vector2( 29.4302, 195.411 )
|
||||
@@ -104,6 +105,7 @@ position = Vector2( 288.82, 171.439 )
|
||||
global_id = "r2_button"
|
||||
esc_script = "res://game/rooms/room02/esc/button.esc"
|
||||
dialog_color = Color( 0, 1, 0.109804, 1 )
|
||||
animations = null
|
||||
|
||||
[node name="Position2D" type="Position2D" parent="button_left"]
|
||||
position = Vector2( 24.6681, 196.998 )
|
||||
|
||||
31
game/rooms/room12/esc/button.esc
Normal file
31
game/rooms/room12/esc/button.esc
Normal file
@@ -0,0 +1,31 @@
|
||||
:use
|
||||
|
||||
say player "Default"
|
||||
transition "" out
|
||||
wait 1
|
||||
transition "" in
|
||||
|
||||
say player "Fade white"
|
||||
transition fade_white out
|
||||
wait 1
|
||||
transition fade_white in
|
||||
|
||||
say player "Fade black"
|
||||
transition fade_black out
|
||||
wait 1
|
||||
transition fade_black in
|
||||
|
||||
say player "From Center"
|
||||
transition from_center out
|
||||
wait 1
|
||||
transition from_center in
|
||||
|
||||
say player "Shards"
|
||||
transition shards out
|
||||
wait 1
|
||||
transition shards in
|
||||
|
||||
say player "Blackout"
|
||||
transition fade_black out 0.0
|
||||
wait 1
|
||||
transition fade_black in 0.0
|
||||
@@ -17,7 +17,3 @@
|
||||
|
||||
|
||||
:ready
|
||||
|
||||
transition fade_white in
|
||||
wait 2
|
||||
transition fade_white out
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[gd_scene load_steps=10 format=2]
|
||||
[gd_scene load_steps=11 format=2]
|
||||
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/esc_terrain.gd" type="Script" id=1]
|
||||
[ext_resource path="res://game/rooms/room12/background.tscn" type="PackedScene" id=2]
|
||||
@@ -8,6 +8,7 @@
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
|
||||
[ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=7]
|
||||
[ext_resource path="res://game/rooms/room12/r_door.tscn" type="PackedScene" id=8]
|
||||
[ext_resource path="res://game/items/escitems/button.tscn" type="PackedScene" id=9]
|
||||
|
||||
[sub_resource type="NavigationPolygon" id=1]
|
||||
vertices = PoolVector2Array( 1168.92, 640.557, 1182.53, 588.863, 1269.59, 622.872, 1275.03, 799.721, 864.626, 613.518, 1143.08, 613.35, -9.16094, 803.802, 386.666, 618.012, 129.634, 615.792, 84.5821, 654.06, -6.44019, 711.297, 3.15687, 646.051, 59.2201, 628.698 )
|
||||
@@ -75,6 +76,16 @@ esc_script = "res://game/rooms/room12/esc/right_exit.esc"
|
||||
position = Vector2( 1231.78, 360.624 )
|
||||
script = ExtResource( 5 )
|
||||
|
||||
[node name="button" parent="Hotspots" instance=ExtResource( 9 )]
|
||||
pause_mode = 1
|
||||
position = Vector2( 301.706, 73.0751 )
|
||||
global_id = "r12_button"
|
||||
esc_script = "res://game/rooms/room12/esc/button.esc"
|
||||
animations = null
|
||||
|
||||
[node name="Position2D" type="Position2D" parent="Hotspots/button"]
|
||||
position = Vector2( 340.052, 298.812 )
|
||||
|
||||
[node name="player_start" type="Position2D" parent="."]
|
||||
position = Vector2( 542.824, 468.193 )
|
||||
script = ExtResource( 5 )
|
||||
|
||||
@@ -324,6 +324,11 @@ _global_script_classes=[ {
|
||||
"language": "GDScript",
|
||||
"path": "res://addons/escoria-core/game/core-scripts/esc_tooltip.gd"
|
||||
}, {
|
||||
"base": "ColorRect",
|
||||
"class": "ESCTransitionPlayer",
|
||||
"language": "GDScript",
|
||||
"path": "res://addons/escoria-core/game/scenes/transitions/esc_transition_player.gd"
|
||||
}, {
|
||||
"base": "Object",
|
||||
"class": "ESCUtils",
|
||||
"language": "GDScript",
|
||||
@@ -563,6 +568,7 @@ _global_script_class_icons={
|
||||
"ESCStatement": "",
|
||||
"ESCTerrain": "res://addons/escoria-core/design/esc_terrain.svg",
|
||||
"ESCTooltip": "",
|
||||
"ESCTransitionPlayer": "",
|
||||
"ESCUtils": "",
|
||||
"ESCWalkContext": "",
|
||||
"EnableTerrainCommand": "",
|
||||
@@ -666,6 +672,8 @@ ui/game_scene="res://addons/escoria-ui-simplemouse/game.tscn"
|
||||
ui/dialogs_chooser="res://game/ui/commons/dialogs/text_dialog_choice.tscn"
|
||||
sound/speech_folder="res://game/speech"
|
||||
sound/speech_extension="ogg"
|
||||
ui/transition_paths=[ "res://addons/escoria-core/game/scenes/transitions/shaders/" ]
|
||||
ui/default_transition="curtain"
|
||||
|
||||
[input]
|
||||
|
||||
|
||||
Reference in New Issue
Block a user