Add NPC and items walking.
This commit is contained in:
@@ -73,6 +73,7 @@ var commands = {
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"turn_to": { "min_args": 2 },
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"wait": true,
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"walk": { "min_args": 2 },
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"walk_to_pos": { "min_args": 3},
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"walk_block": { "min_args": 2 },
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"%": { "alias": "label", "min_args": 1},
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@@ -153,10 +153,10 @@ func add_level(p_event, p_root : bool):
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func instance_level(p_event : esctypes.ESCEvent, p_root : bool):
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var new_level = {
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"ip": 0,
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"instructions": p_event.ev_level,
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"waiting": false,
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"break_stop": p_root,
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"ip": 0, # Current instruction id
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"instructions": p_event.ev_level, # List of instructions (commands)
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"waiting": false, # If true, wait for current command to be finished (esc_runner_level.finished())
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"break_stop": p_root,
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"labels": {},
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"flags": p_event.ev_flags
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}
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@@ -514,8 +514,9 @@ func activate(p_action : String, p_param : Array):
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else:
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var errors = ["Attempted to execute inexisting action " + \
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p_action + " between item " + combine_with.global_id + " and item " + what.global_id]
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if combine_with.combine_is_one_way:
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errors.append("Reason: " + combine_with.global_id + "'s item interaction is one-way.")
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if combine_with.get("combine_is_one_way") != null \
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and combine_with.combine_is_one_way:
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errors.append("Reason: " + combine_with.global_id + "'s item interaction is one-way.")
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escoria.report_warnings("esc_runner.gd:activate()", errors)
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return esctypes.EVENT_LEVEL_STATE.YIELD
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@@ -595,15 +596,24 @@ func set_state(global_id : String, p_params : Array):
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if animation_node:
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animation_node.stop()
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if animation_node.has_animation(p_params[0]):
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var actual_animator
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if animation_node is AnimationPlayer:
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actual_animator = animation_node
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elif animation_node is AnimatedSprite:
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actual_animator = animation_node.frames
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if actual_animator.has_animation(p_params[0]):
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if !immediate:
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animation_node.play(p_params[0])
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else:
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# The animation is not played, we directly set it at its last frame
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animation_node.current_animation = p_params[0]
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var animation = animation_node.get_animation(p_params[0])
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var animation_length = animation.length
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animation_node.seek(animation_length)
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if animation_node is AnimatedSprite:
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animation_node.animation = p_params[0]
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else:
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animation_node.current_animation = p_params[0]
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var animation = actual_animator.get_animation(p_params[0])
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var animation_length = animation.length
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animation_node.seek(animation_length)
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"""
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@@ -611,10 +621,11 @@ When object is active, it is VISIBLE.
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When object is inactive, it is HIDDEN.
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"""
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func set_active(name : String, active):
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if objects[name] is ESCInventoryItem:
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return
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actives[name] = active
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if objects.has(name) and is_instance_valid(objects[name]):
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if objects[name] is ESCInventoryItem:
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return
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if active:
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objects[name].show()
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else:
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@@ -656,3 +667,11 @@ func object_exit_scene(name : String):
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# break
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# else:
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# stack.remove(stack.size()-1)
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func check_obj(name, cmd):
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var obj = escoria.esc_runner.get_object(name)
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if obj == null:
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escoria.report_errors("", ["Global id "+name+" not found for " + cmd])
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return false
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return true
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@@ -20,14 +20,6 @@ func finished(context = null):
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escoria.current_state = escoria.GAME_STATE.DEFAULT
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func check_obj(name, cmd):
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var obj = escoria.esc_runner.get_object(name)
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if obj == null:
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escoria.report_errors("", ["Global id "+name+" not found for " + cmd])
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return false
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return true
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func resume(context):
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current_context = context
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if context.waiting:
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@@ -111,7 +103,7 @@ Optional parameters:
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flip_y flips the y axis of the object's sprites when true (object's root node needs to be Node2D)
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"""
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func anim(command_params : Array):
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if !check_obj(command_params[0], "anim"):
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if !escoria.esc_runner.check_obj(command_params[0], "anim"):
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return esctypes.EVENT_LEVEL_STATE.RETURN
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private_play_animation(command_params)
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return esctypes.EVENT_LEVEL_STATE.RETURN
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@@ -248,7 +240,7 @@ Optional parameters:
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(object's root node needs to be Node2D)
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"""
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func cut_scene(command_params : Array):
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if !check_obj(command_params[0], "cut_scene"):
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if !escoria.esc_runner.check_obj(command_params[0], "cut_scene"):
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return esctypes.EVENT_LEVEL_STATE.RETURN
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private_play_animation(command_params)
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return esctypes.EVENT_LEVEL_STATE.YIELD
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@@ -437,7 +429,7 @@ Sets object as active or inactive. Active objects are displayed in scene and res
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to inputs. Inactives are hidden.
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"""
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func set_active(command_params : Array):
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if !check_obj(command_params[0], "set_active"):
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if !escoria.esc_runner.check_obj(command_params[0], "set_active"):
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return esctypes.EVENT_LEVEL_STATE.RETURN
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var name : String = command_params[0]
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var value = command_params[1]
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@@ -448,7 +440,7 @@ Set the angle of an object.
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Usage: set_angle object_id angle_degrees
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"""
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func set_angle(command_params : Array):
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if !check_obj(command_params[0], "set_angle"):
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if !escoria.esc_runner.check_obj(command_params[0], "set_angle"):
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return esctypes.EVENT_LEVEL_STATE.RETURN
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var obj = escoria.esc_runner.get_object(command_params[0])
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obj.set_angle(int(command_params[1]))
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@@ -539,9 +531,9 @@ angle to angle_degrees.
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Usage: teleport obj1 obj2 [angle_degrees]
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"""
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func teleport(command_params : Array):
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if !check_obj(command_params[0], "teleport"):
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if !escoria.esc_runner.check_obj(command_params[0], "teleport"):
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return esctypes.EVENT_LEVEL_STATE.RETURN
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if !check_obj(command_params[1], "teleport"):
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if !escoria.esc_runner.check_obj(command_params[1], "teleport"):
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return esctypes.EVENT_LEVEL_STATE.RETURN
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var angle
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@@ -585,7 +577,19 @@ Make object1 walk towards object2. This command is not blocking (user input not
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Usage: walk object_id1 object_id2
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"""
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func walk(command_params : Array):
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current_context.waiting = true
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escoria.do("walk", command_params)
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return esctypes.EVENT_LEVEL_STATE.YIELD
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"""
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Make object1 walk towards object2. This command is not blocking (user input not disabled)
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Usage: walk_to_pos object_id1 pos_x pos_y
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"""
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func walk_to_pos(command_params : Array):
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current_context.waiting = true
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var destination_pos = Vector2(command_params[1], command_params[2])
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escoria.do("walk", [command_params[0], destination_pos])
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return esctypes.EVENT_LEVEL_STATE.YIELD
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"""
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@@ -41,7 +41,6 @@ var terrain : ESCTerrain
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# If the terrain node type is scalenodes
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var terrain_is_scalenodes : bool
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var check_maps = true
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var pose_scale : int
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var last_scale : Vector2
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@@ -59,7 +58,6 @@ func _ready():
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init_interact_position_with_node()
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terrain = escoria.room_terrain
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update_terrain()
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@@ -41,20 +41,65 @@ export(PackedScene) var inventory_item_scene_file : PackedScene
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export(Color) var dialog_color = ColorN("white")
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# Animation node (null if none was found)
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var animation
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var animation_sprite
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onready var interact_positions : Dictionary = { "default": null}
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# Animations script (for walking, idling...)
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export(Script) var animations
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# TERRAIN
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var terrain : ESCTerrain
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# If the terrain node type is scalenodes
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var terrain_is_scalenodes : bool
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var check_maps = true
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var pose_scale : int
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var last_scale : Vector2
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var collision
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# WALKING
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# State machine defining the current interact state of the player
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enum INTERACT_STATES {
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INTERACT_STARTED, #
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INTERACT_NONE, #
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INTERACT_WALKING # Player is walking
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}
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var interact_status # Current interact status, type INTERACT_STATES
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var walk_path : Array = []
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var walk_destination : Vector2
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var walk_context
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var target_object : Object = null
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var moved : bool
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var path_ofs : float
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export(int) var speed : int = 300
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export(float) var v_speed_damp : float = 1.0
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var orig_speed : float
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enum PLAYER_TASKS {
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NONE,
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WALK,
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SLIDE
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}
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var task # type PLAYER_TASKS
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var params_queue : Array
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# PRIVATE VARS
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var area : Area2D
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# Size of the item
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var size : Vector2
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var last_deg : int
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var last_dir : int
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func _ready():
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for n in get_children():
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if n is AnimatedSprite:
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animation_sprite = n
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continue
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if n is AnimationPlayer:
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animation = n
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animation_sprite = n
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continue
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if n is Area2D:
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area = n
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@@ -66,7 +111,8 @@ func _ready():
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area.connect("input_event", self, "manage_input")
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init_interact_position_with_node()
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terrain = escoria.room_terrain
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if !Engine.is_editor_hint():
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escoria.register_object(self)
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connect("mouse_entered_item", escoria.inputs_manager, "_on_mouse_entered_item")
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@@ -75,13 +121,79 @@ func _ready():
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connect("mouse_double_left_clicked_item", escoria.inputs_manager, "_on_mouse_left_double_clicked_item")
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connect("mouse_right_clicked_item", escoria.inputs_manager, "_on_mouse_right_clicked_item")
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update_terrain()
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func _process(time):
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if Engine.is_editor_hint():
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return
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if task == PLAYER_TASKS.WALK or task == PLAYER_TASKS.SLIDE:
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var pos = get_position()
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var old_pos = pos
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var next
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if walk_path.size() > 1:
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next = walk_path[path_ofs + 1]
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else:
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next = walk_path[path_ofs]
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var dist = speed * time * pow(last_scale.x, 2) * terrain.player_speed_multiplier
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if walk_context and "fast" in walk_context and walk_context.fast:
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dist *= terrain.player_doubleclick_speed_multiplier
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var dir = (next - pos).normalized()
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# assume that x^2 + y^2 == 1, apply v_speed_damp the y axis
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#printt("dir before", dir)
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dir = dir * (dir.x * dir.x + dir.y * dir.y * v_speed_damp)
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#printt("dir after", dir, dist)
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var new_pos
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if pos.distance_to(next) < dist:
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new_pos = next
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path_ofs += 1
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else:
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new_pos = pos + dir * dist
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if path_ofs >= walk_path.size() - 1:
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walk_stop(walk_destination)
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return
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pos = new_pos
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var angle = (old_pos.angle_to_point(pos))
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set_position(pos)
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if task == PLAYER_TASKS.WALK:
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last_deg = escoria.utils._get_deg_from_rad(angle)
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last_dir = _get_dir_deg(last_deg, animations)
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var current_animation = ""
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if animation_sprite != null:
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current_animation = animation_sprite.animation
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# elif animation != null:
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# current_animation = animation.current_animation
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if current_animation != animations.directions[last_dir][0]:
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animation_sprite.play(animations.directions[last_dir][0])
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pose_scale = animations.directions[last_dir][1]
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update_terrain()
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else:
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moved = false
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set_process(false)
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func get_animation_player():
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if animation == null:
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if animation_sprite == null:
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for n in get_children():
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if n is AnimationPlayer:
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animation = n
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return animation
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animation_sprite = n
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return animation_sprite
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"""
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@@ -94,12 +206,15 @@ position instead.
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func init_interact_position_with_node():
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for c in get_children():
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if c is Position2D:
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# If the position2D node is part of the hotspot, it means it is not an interact position
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# but a dialog position for example. Interact position node must be set in the room scene.
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if c.get_owner() == self:
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continue
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interact_positions.default = c.global_position
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break
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if c is CollisionShape2D or c is CollisionPolygon2D:
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interact_positions.default = c.global_position
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if interact_positions.default == null:
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interact_positions.default = self.global_position
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interact_positions.default = c.global_position
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func manage_input(viewport : Viewport, event : InputEvent, shape_idx : int):
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if event is InputEventMouseButton:
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@@ -121,3 +236,192 @@ func _on_mouse_entered():
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func _on_mouse_exited():
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emit_signal("mouse_exited_item")
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func update_terrain(on_event_finished_name = null):
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if !terrain or terrain == null or !is_instance_valid(terrain):
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return
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if on_event_finished_name != null and on_event_finished_name != "setup":
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return
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if is_exit:
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return
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var pos = position
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z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
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var color
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if terrain_is_scalenodes:
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last_scale = terrain.get_terrain(pos)
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self.scale = last_scale
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elif check_maps:
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color = terrain.get_terrain(pos)
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var scal = terrain.get_scale_range(color.b)
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if scal != get_scale():
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last_scale = scal
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self.scale = last_scale
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# Do not flip the entire player character, because that would conflict
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# with shadows that expect to be siblings of $texture
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if pose_scale == -1 and $texture.scale.x > 0:
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$texture.scale.x *= pose_scale
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collision.scale.x *= pose_scale
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elif pose_scale == 1 and $texture.scale.x < 0:
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$texture.scale.x *= -1
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collision.scale.x *= -1
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# if check_maps:
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# color = terrain.get_light(pos)
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#
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# if color:
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# for s in sprites:
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# s.set_modulate(color)
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func teleport(target, angle : Object = null) -> void:
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"""
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Teleports the item on target position.
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target can be Vector2 or Object
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"""
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if typeof(target) == TYPE_VECTOR2:
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printt("Item teleported at position", target, "with angle", angle)
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position = target
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elif typeof(target) == TYPE_OBJECT:
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if target.get("interact_positions") != null:
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position = target.interact_positions.default #.global_position
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else:
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position = target.position
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printt("Item teleported at", target.name, "position", position, "with angle", angle)
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else:
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escoria.report_errors("escitem.gd:teleport()", ["Target to teleport to is null or unusable (" + target + ")"])
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# PUBLIC FUNCTION
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func walk_to(pos : Vector2, p_walk_context = null):
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if not terrain:
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return walk_stop(get_position())
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if interact_status == INTERACT_STATES.INTERACT_WALKING:
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return
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if interact_status == INTERACT_STATES.INTERACT_STARTED:
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interact_status = INTERACT_STATES.INTERACT_WALKING
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walk_path = terrain.get_terrain_path(get_position(), pos)
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walk_context = p_walk_context
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if walk_path.size() == 0:
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task = PLAYER_TASKS.NONE
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walk_stop(get_position())
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set_process(false)
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return
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moved = true
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walk_destination = walk_path[walk_path.size()-1]
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if terrain.is_solid(pos):
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walk_destination = walk_path[walk_path.size()-1]
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path_ofs = 0.0
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task = PLAYER_TASKS.WALK
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set_process(true)
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# PRIVATE FUNCTION
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func walk(target_pos, p_speed, context = null):
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if p_speed:
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orig_speed = speed
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speed = p_speed
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walk_to(target_pos, context)
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# PRIVATE FUNCTION
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func walk_stop(pos):
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position = pos
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interact_status = INTERACT_STATES.INTERACT_NONE
|
||||
walk_path = []
|
||||
|
||||
if orig_speed:
|
||||
speed = orig_speed
|
||||
orig_speed = 0.0
|
||||
|
||||
task = PLAYER_TASKS.NONE
|
||||
moved = false
|
||||
set_process(false)
|
||||
if params_queue != null && !params_queue.empty():
|
||||
if animations.dir_angles.size() > 0:
|
||||
if params_queue[0].interact_angle == -1:
|
||||
escoria.tools.resolve_angle_to(params_queue[0])
|
||||
else:
|
||||
last_dir = _get_dir_deg(params_queue[0].interact_angle, animations)
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
else:
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "interact", params_queue)
|
||||
# Clear params queue to prevent the same action from being triggered again
|
||||
params_queue = []
|
||||
else:
|
||||
|
||||
# If we're heading to an object and reached its interaction position,
|
||||
# orient towards the defined interaction direction set on the object (if any)
|
||||
if walk_context.has("target_object") and walk_context.target_object.player_orients_on_arrival \
|
||||
and escoria.esc_runner.get_interactive(walk_context.target_object.global_id):
|
||||
var orientation = walk_context["target_object"].interaction_direction
|
||||
animation_sprite.play(animations.idles[orientation][0])
|
||||
pose_scale = animations.idles[orientation][1]
|
||||
else:
|
||||
animation_sprite.play(animations.idles[last_dir][0])
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
|
||||
if walk_context != null:
|
||||
# escoria.esc_level_runner.finished(walk_context)
|
||||
escoria.esc_level_runner.finished()
|
||||
walk_context = null
|
||||
emit_signal("arrived")
|
||||
|
||||
|
||||
func _get_dir(angle : float, animations) -> int:
|
||||
var deg = escoria.utils._get_deg_from_rad(angle)
|
||||
return _get_dir_deg(deg, animations)
|
||||
|
||||
|
||||
func _get_dir_deg(deg : int, animations) -> int:
|
||||
# We turn the angle by -90° because angle_to_point gives the angle against X axis, not Y
|
||||
deg = wrapi(deg - 90, 0, 360)
|
||||
var dir = -1
|
||||
var i = 0
|
||||
|
||||
for arr_angle_zone in animations.dir_angles:
|
||||
if is_angle_in_interval(deg, arr_angle_zone):
|
||||
dir = i
|
||||
break
|
||||
else:
|
||||
i += 1
|
||||
continue
|
||||
|
||||
# It's an error to have the animations misconfigured
|
||||
if dir == -1:
|
||||
escoria.report_errors("escitem.gd:_get_dir_deg()", ["No direction found for " + str(deg)])
|
||||
|
||||
return dir
|
||||
|
||||
"""
|
||||
Returns true if given angle is inside the interval given by a starting_angle and the size.
|
||||
@param angle : Angle to test
|
||||
@param: interval : Array of size 2, containing the starting angle, and the size of interval
|
||||
eg: [90, 40] corresponds to angle between 90° and 130°
|
||||
"""
|
||||
func is_angle_in_interval(angle: float, interval : Array) -> bool:
|
||||
angle = wrapi(angle, 0, 360)
|
||||
if angle == 0:
|
||||
angle = 360
|
||||
var start_angle = wrapi(interval[0], 0, 360)
|
||||
var angle_area = interval[1]
|
||||
var end_angle = wrapi(interval[0] + angle_area, 0, 360)
|
||||
|
||||
if (angle >= 270 and angle <= 360) or (angle >= 0 and angle <= 90):
|
||||
if wrapi(angle+180, 0, 360) > wrapi(interval[0]+ 180, 0, 360) \
|
||||
&& wrapi(angle+180, 0, 360) <= wrapi(interval[0] + angle_area + 180, 0, 360):
|
||||
return true
|
||||
else:
|
||||
if wrapi(angle, 0, 360) > start_angle && wrapi(angle, 0, 360) <= end_angle:
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -68,6 +68,7 @@ var last_dir : int
|
||||
var last_scale : Vector2
|
||||
var pose_scale : int
|
||||
|
||||
# Animations script (for walking, idling...)
|
||||
export(Script) var animations
|
||||
|
||||
# AnimatedSprite node (if any)
|
||||
@@ -227,10 +228,13 @@ func update_terrain(on_event_finished_name = null):
|
||||
# for s in sprites:
|
||||
# s.set_modulate(color)
|
||||
|
||||
# Sets player angle and plays according animation.
|
||||
|
||||
"""
|
||||
Sets player angle and plays according animation.
|
||||
"""
|
||||
func set_angle(deg):
|
||||
if deg < 0 or deg > 360:
|
||||
escoria.report_errors("player.gd:set_angle()", ["Invalid degree to turn to " + str(deg)])
|
||||
escoria.report_errors("escplayer.gd:set_angle()", ["Invalid degree to turn to " + str(deg)])
|
||||
moved = true
|
||||
last_deg = deg
|
||||
last_dir = _get_dir_deg(deg, animations)
|
||||
@@ -242,12 +246,11 @@ func set_angle(deg):
|
||||
pose_scale = animations.idles[last_dir][1]
|
||||
update_terrain()
|
||||
|
||||
|
||||
"""
|
||||
Teleports the player on target position.
|
||||
target can be Vector2 or Object
|
||||
"""
|
||||
func teleport(target, angle : Object = null) -> void:
|
||||
"""
|
||||
Teleports the player on target position.
|
||||
target can be Vector2 or Object
|
||||
"""
|
||||
if typeof(target) == TYPE_VECTOR2:
|
||||
printt("Player teleported at position", target, "with angle", angle)
|
||||
position = target
|
||||
@@ -374,7 +377,7 @@ func _get_dir_deg(deg : int, animations) -> int:
|
||||
|
||||
# It's an error to have the animations misconfigured
|
||||
if dir == -1:
|
||||
escoria.report_errors("player", ["No direction found for " + str(deg)])
|
||||
escoria.report_errors("escplayer.gd:_get_dir_deg()", ["No direction found for " + str(deg)])
|
||||
|
||||
return dir
|
||||
|
||||
|
||||
@@ -111,32 +111,42 @@ func do(action : String, params : Array = []) -> void:
|
||||
if current_state == GAME_STATE.DEFAULT:
|
||||
match action:
|
||||
"walk":
|
||||
# Reset current action
|
||||
# Reset current action.
|
||||
esc_runner.set_current_action("")
|
||||
|
||||
# Walk to position2D
|
||||
if params[1] is Vector2:
|
||||
# Check moving object.
|
||||
if !escoria.esc_runner.check_obj(params[0], "escoria.do(walk)"):
|
||||
report_errors("escoria.gd:do()",
|
||||
["Walk action requested on inexisting object: " + params[0]])
|
||||
return
|
||||
|
||||
var moving_obj = escoria.esc_runner.get_object(params[0])
|
||||
|
||||
# Walk to Position2D.
|
||||
if params[1] is Vector2:
|
||||
var target_position = params[1]
|
||||
var is_fast : bool = false
|
||||
if params.size() > 2 and params[2] == true:
|
||||
is_fast = true
|
||||
var walk_context = {"fast": is_fast}
|
||||
main.current_scene.player.walk_to(target_position, walk_context)
|
||||
moving_obj.walk_to(target_position, walk_context)
|
||||
|
||||
# Walk to object from its id
|
||||
elif params[1] is String:
|
||||
elif params[1] is String:
|
||||
if !escoria.esc_runner.check_obj(params[1], "escoria.do(walk)"):
|
||||
report_errors("escoria.gd:do()",
|
||||
["Walk action requested TOWARDS inexisting object: " + params[1]])
|
||||
return
|
||||
|
||||
var object = escoria.esc_runner.get_object(params[1])
|
||||
if object:
|
||||
var target_position : Vector2 = object.interact_position
|
||||
var is_fast : bool = false
|
||||
if params.size() > 2 and params[2] == true:
|
||||
is_fast = true
|
||||
var walk_context = {"fast": is_fast, "target_object" : object}
|
||||
|
||||
if params[0] == main.current_scene.player.global_id:
|
||||
var is_fast : bool = false
|
||||
if params.size() > 2 and params[2] == true:
|
||||
is_fast = true
|
||||
var walk_context = {"fast": is_fast, "target_object" : object}
|
||||
|
||||
main.current_scene.player.walk_to(target_position, walk_context)
|
||||
else:
|
||||
report_errors("escoria.gd: do() > walk", ["TODO: code NPC walking"])
|
||||
moving_obj.walk_to(target_position, walk_context)
|
||||
|
||||
"hotspot_left_click", "item_left_click":
|
||||
if params[0] is String:
|
||||
|
||||
@@ -45,6 +45,10 @@ func add_new_item_by_id(item_id : String) -> void:
|
||||
if item_id.begins_with("i/"):
|
||||
item_id = item_id.rsplit("i/", false)[0]
|
||||
if !items_ids_in_inventory.has(item_id):
|
||||
if !escoria.esc_runner.check_obj(item_id, "add_new_item_by_id"):
|
||||
escoria.report_errors("inventory_ui.gd:add_new_item_by_id()",
|
||||
["Item global id '"+ item_id + "' does not exist.",
|
||||
"Check item's id in ESCORIA_ALL_ITEMS scene."])
|
||||
var item_inventory_button = all_items.get_inventory_item(item_id).duplicate()
|
||||
items_ids_in_inventory[item_id] = item_inventory_button
|
||||
get_node(items_container).add_item(item_inventory_button)
|
||||
|
||||
Reference in New Issue
Block a user