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gymkhana-actions/docs/api/ESCMovable.md
Dennis Ploeger df78b52b8a 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>
2021-09-28 11:30:40 +02:00

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# ESCMovable
**Extends:** [Node](../Node)
## Description
Node that performs the moving (walk, teleport, terrain scaling...) actions on
its parent node.
## Enumerations
### MovableTask
```gdscript
const MovableTask: Dictionary = {"NONE":0,"SLIDE":2,"WALK":1}
```
Tasks carried out by this walkable node
NONE - The node is inactive
WALK - The node walks the parent somewhere
SLIDE - The node slides the parent somewhere
## Property Descriptions
### walk\_path
```gdscript
var walk_path: Array
```
Character path through the scene as calculated by the Pathfinder
### path\_ofs
```gdscript
var path_ofs: int
```
Current active walk path entry
### walk\_destination
```gdscript
var walk_destination: Vector2
```
The destination where the character should be moving to
### walk\_context
```gdscript
var walk_context: ESCWalkContext
```
The walk context currently carried out by this movable node
### moved
```gdscript
var moved: bool
```
Wether the character was moved at all
### last\_dir
```gdscript
var last_dir: int
```
Player Direction used to reflect the movement to the new position
### last\_scale
```gdscript
var last_scale: Vector2
```
The last scaling applied to the parent
### pose\_scale
```gdscript
var pose_scale: int
```
Wether the current direction animation is flipped
### parent
```gdscript
var parent
```
Shortcut variable that references the node's parent
### task
```gdscript
var task
```
Currenly running task
## Method Descriptions
### teleport
```gdscript
func teleport(target: Node) -> void
```
Teleports this item to the target position.
#### Parameters
- target: Position2d or ESCItem to teleport to
### teleport\_to
```gdscript
func teleport_to(target: Vector2) -> void
```
Teleports this item to the target position.
#### Parameters
- target: Vector2 target position to teleport to
### walk\_to
```gdscript
func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void
```
Walk to a given position
#### Parameters
- pos: Position to walk to
- p_walk_context: Walk context to use
### walk\_stop
```gdscript
func walk_stop(pos: Vector2) -> void
```
We have finished walking. Set the idle pose and complete
#### Parameters
- pos: Final target position
### update\_terrain
```gdscript
func update_terrain(on_event_finished_name = null) -> void
```
Update the sprite scale and lighting
#### Parameters
- on_event_finished_name: Used if this function is called from an ESC event
### set\_angle
```gdscript
func set_angle(deg: int, wait: float = 0) -> var
```
Sets character's angle and plays according animation.
#### Parameters
- deg int angle to set the character
- wait float Wait this amount of seconds until continuing with turning around
### turn\_to
```gdscript
func turn_to(item: Node, wait: float = 0) -> void
```
Turns the character to face another item or character.
#### Parameters
- item_id id of the object to face.
- float Wait this amount of seconds until continuing with turning around
### get\_shortest\_way\_to\_dir
```gdscript
func get_shortest_way_to_dir(current_dir: int, target_dir: int) -> int
```
 Return the shortest way to turn from a direction to another. Returned way is
either:
-1 (shortest way is to turn anti-clockwise)
0 (already at the right direction)
1 (clockwise).
####Parameters
- current_dir: integer corresponding to the starting direction as defined in
the attached ESCAnimationResource.directions.
- target_dir: integer corresponding to the target direction as defined in
the attached ESCAnimationResource.directions.
*Returns*
Integer: -1 (anti-clockwise), 1 (clockwise) or 0 (no movement needed).