@tool @icon("res://addons/escoria-core/design/esc_item.svg") ## An ``ESCItem`` defines a (usually interactive) item in the game. ## ## When interacting with an ``ESCItem``, the game character will automatically ## walk to an ``ESCLocation`` that is created as a child of an ``ESCItem``.[br] ##[br] ## By selecting the "Is Exit" checkbox when you create an ``ESCItem`` ## node, Escoria will look for an ``:exit_scene`` event in the attached script file. ## Any commands you place in the ``:exit_scene`` event will be run when the player ## chooses to "use" the exit - for example, saying a goodbye, or running a ## cutscene. Place a ``change_scene`` command inside this event to move the ## character to the next room. extends Area2D class_name ESCItem ## List of forbidden characters in global_ids const FORBIDDEN_CHARACTERS: String = "['\"]" ## Emitted when the mouse has entered this item[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |item|`Variant`|Item that emitted the signal.|yes|[br] ## [br] signal mouse_entered_item(item) ## Emitted when the mouse has exited this item[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |item|`Variant`|Item that emitted the signal.|yes|[br] ## [br] signal mouse_exited_item(item) ## Emitted when the item was left clicked[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |global_id|`Variant`|ID of this item|yes|[br] ## [br] signal mouse_left_clicked_item(global_id) ## Emitted when the item was double clicked[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |global_id|`Variant`|ID of this item|yes|[br] ## [br] signal mouse_double_left_clicked_item(global_id) ## Emitted when the item was right clicked[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |global_id|`Variant`|ID of this item|yes|[br] ## [br] signal mouse_right_clicked_item(global_id) ## Emitted when the item walked to a destination[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |walk_context|`Variant`|The walk context of the command|yes|[br] ## [br] signal arrived(walk_context) ## The global ID of this item @export var global_id: String ## The ASHES script for this item @export_file("*.esc", "*.ash") var esc_script: String ## The node that references the camera position and zoom if this item is used ## as a camera target @export var camera_node: NodePath @export_group("Display") ## The name for the tooltip of this item. @export var tooltip_name: String @export_group("","") @export_group("Item Behavior") ## Whether this item is movable. A movable item will be scaled with the terrain ## and be moved with commands like ``teleport`` and ``turn_to``. @export var is_movable: bool = false ## Color used for dialogs if that item talks. @export var dialog_color: Color = Color(1,1,1,1) ## Default action to use if object is not in the inventory. @export var default_action: String ## If action used by player is in this list, the game will wait for a second ## click on another item to combine objects together (typically ## `USE WITH `, `GIVE TO `) @export var combine_when_selected_action_is_in: PackedStringArray = [] ## If enabled, the ASHES script may have an :exit_scene event to manage scene changes. ## For simple exits that do not require scripted actions, the ESCExit node may be ## preferred. @export var is_exit: bool ## Defines this item as acting as a trigger if enabled.[br] ## Allows using specific events (defined in trigger_in_verb and trigger_out_verb ## properties) in ASHES scripts. @export var is_trigger: bool ## Event name that is activated when another item enters the area defined by the ## trigger item. By default, "trigger_in". @export var trigger_in_verb: String = "trigger_in" ## Event name that is activated when another item exits the area defined by the ## trigger item. By default, "trigger_out". @export var trigger_out_verb: String = "trigger_out" ## Defines whether the player can interact with this item. If false, the item ## will not react to inputs and mouse hovers. @export var is_interactive: bool = true @export_subgroup("Hover Behavior") ## Defines whether Escoria will manage a specific hover behavior when the item ## is focused. All options below can be used together.[br] ## This can also be expanded or overriden in your ESCGame implementation ## (in methods ``element_focused()`` and ``element_unfocused()``). @export var hover_enabled: bool = false ## If hover is enabled, applies this color modulation on the ESCItem sprite. @export var hover_modulate: Color = Color.WHITE var _previous_color_modulate: Color ## If hover is enabled, replaces this ESCItem sprite texture by this one. @export var hover_texture: Texture2D = null var _previous_texture: Texture2D = null ## If hover is enabled, applies this shader to the ESCItem sprite. @export var hover_shader: ShaderMaterial = null @export_subgroup("","") @export_group("","") @export_group("Player behavior on arrival") ## Whether player character orients towards 'interaction_angle' as it arrives at ## the item's interaction position. @export var player_orients_on_arrival: bool = true ## If 'player_orients_on_arrival' is enabled, let the player character turn to ## this angle when it arrives at the item's interaction position. @export var interaction_angle: int @export_group("","") @export_group("Inventory") ## Default action to use if object is in the inventory @export var default_action_inventory: String ## If enabled, combination must be done in the way it is written in ASHES script ## ie. :use ON_ITEM[br] ## If disabled, combination will be tried in the other way. @export var combine_is_one_way: bool = false ## If enabled, then the object must have been picked up before using it. ## Keep disabled for items in the background, such as buttons. @export var use_from_inventory_only: bool = false ## The visual representation for this item when it's in the inventory @export var inventory_texture: Texture2D = null: get = _get_inventory_texture ## The visual representation for this item when it's in the inventory and hovered @export var inventory_texture_hovered: Texture2D = null: get = _get_inventory_texture_hovered @export_group("","") @export_group("Movement") ## If enabled, terrain scaling will not be applied and ## node will remain at the scale set in the scene. @export var dont_apply_terrain_scaling: bool = false ## Speed of this item if movable @export var speed: int = 300 ## Speed damp of this item if movable @export var v_speed_damp: float = 1.0 @export_group("","") @export_group("Animations") ## Animations resource for the item (walking, idling...) @export var animations: ESCAnimationResource: set = set_animations ## The node used to play animations @export var animation_player_node: NodePath = "": set = _set_animation_player_node @export_group("","") @export_group("Custom actions") ## Custom data dictionary to ease customization and custom command creation. ## Avoid name collision using proper key names. @export var custom_data: Dictionary = {}: get = get_custom_data, set = set_custom_data @export_group("","") ## Reference to the animation node (null if none was found) var animation_sprite = null ## Reference to the current terrain var terrain: ESCTerrain ## Reference to this items collision shape node var collision: Node ## Reference to the sprite node var _sprite_node: Node = null ## The movable subnode var _movable: ESCMovable = null ## The identified animation player var _animation_player: ESCAnimationPlayer = null ## Whether to force regsitration with the object manager. Defaults to false. var _force_registration: bool = false ## Warnings for scene. var _scene_warnings: PackedStringArray = [] # Add the movable node, connect signals, detect child nodes # and register this item func _ready(): self.process_mode = Node.PROCESS_MODE_PAUSABLE _detect_children() # We add ourselves to this group so we can easily get a reference to all # items in a scene tree. if not Engine.is_editor_hint(): add_to_group(escoria.GROUP_ITEM_CAN_COLLIDE) if is_trigger: add_to_group(escoria.GROUP_ITEM_TRIGGERS) validate_animations(animations) validate_exported_parameters() if not input_event.is_connected(_on_input_event): input_event.connect(_on_input_event) if not mouse_exited.is_connected(_on_mouse_exited): mouse_exited.connect(_on_mouse_exited) # Register and connect all elements to Escoria backoffice. if not Engine.is_editor_hint(): if is_movable: _movable = ESCMovable.new() add_child(_movable) if not escoria.event_manager.event_finished.is_connected(_update_terrain): escoria.event_manager.event_finished.connect(_update_terrain) escoria.object_manager.register_object( ESCObject.new( global_id, self ), null, _force_registration ) terrain = escoria.room_terrain if is_instance_valid(escoria.room_terrain) else null if escoria.object_manager.get_object(global_id).state == ESCObject.STATE_DEFAULT \ and get_animation_player() != null: escoria.object_manager.get_object(global_id) \ .set_state(get_animation_player().get_animation()) if is_movable: escoria.object_manager.get_object(global_id).node \ ._movable.last_dir = animations.get_direction_id_from_animation_name( get_animation_player().get_animation() ) if escoria.object_manager.get_object(global_id).state == ESCObject.STATE_DEFAULT \ and escoria.object_manager.get_object(global_id).node.get_animation_player() != null: escoria.object_manager.get_object(global_id) \ .set_state(get_animation_player().get_animation()) if is_movable: escoria.object_manager.get_object(global_id).node._movable.last_dir = 1 #animations.get_direction_id_from_animation_name( #.get_animation_player().get_animation() #) if !is_trigger: if not self.is_connected( "mouse_entered_item", escoria.inputs_manager._on_mouse_entered_item ): mouse_entered_item.connect( escoria.inputs_manager._on_mouse_entered_item ) if not self.is_connected( "mouse_exited_item", escoria.inputs_manager._on_mouse_exited_item ): mouse_exited_item.connect( escoria.inputs_manager._on_mouse_exited_item ) if not self.is_connected( "mouse_left_clicked_item", escoria.inputs_manager._on_mouse_left_clicked_item ): mouse_left_clicked_item.connect( escoria.inputs_manager._on_mouse_left_clicked_item ) if not self.is_connected( "mouse_double_left_clicked_item", escoria.inputs_manager._on_mouse_left_double_clicked_item ): mouse_double_left_clicked_item.connect( escoria.inputs_manager._on_mouse_left_double_clicked_item ) if not self.is_connected( "mouse_right_clicked_item", escoria.inputs_manager._on_mouse_right_clicked_item ): mouse_right_clicked_item.connect( escoria.inputs_manager._on_mouse_right_clicked_item ) else: # Item is a trigger if not self.is_connected("area_entered", _element_entered): area_entered.connect(_element_entered) if not self.is_connected("area_exited", _element_exited): area_exited.connect(_element_exited) if not self.is_connected("body_entered", _element_entered): body_entered.connect(_element_entered) if not self.is_connected("body_exited", _element_exited): body_exited.connect(_element_exited) # If object can be in the inventory, set default_action_inventory to same as # default_action, if default_action_inventory is not set if use_from_inventory_only and default_action_inventory.is_empty(): default_action_inventory = default_action # Perform a first terrain scaling if we have to. if (not is_exit or dont_apply_terrain_scaling) and is_movable: _movable.last_scale = scale _movable.update_terrain() ## For trigger items, enable monitoring to detect collisions.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func connect_trigger_events(): assert(is_trigger) self.monitoring = true ## Validates the various exported parameters so we get immediate crash.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func validate_exported_parameters() -> void: var regex = RegEx.new() regex.compile(FORBIDDEN_CHARACTERS) var result = regex.search(global_id) if result: ESCSafeLogging.log_error( self, "Forbidden character in global_id %s (path: %s)" % [global_id, get_path()] ) if global_id.is_empty(): ESCSafeLogging.log_error( self, "global_id of item is empty (node name : %s, path: %s)" % [name, get_path()] ) ## For trigger items, disable monitoring to disable collisions detection.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func disconnect_trigger_events(): assert(is_trigger) self.monitoring = false ## Mouse exited happens on any item that mouse cursor exited, even those UNDER the top level of overlapping stack.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _on_mouse_exited(): if escoria.inputs_manager.hover_stack.has(self): escoria.inputs_manager.hover_stack.erase_item(self) escoria.inputs_manager.unset_hovered_node(self) _apply_unhover_behavior() ## Special helper class used to sort stacked items by z-index. class HoverStackSorter: static func sort_ascending_z_index(a, b): if a.z_index < b.z_index: return true return false ## Manage input events on the item[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |_viewport|`Object`|the viewport node the event entered|yes|[br] ## |event|`InputEvent`|Input event delivered to the item.|yes|[br] ## |_shape_idx|`int`|Index of the collision shape within the item that received the event.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _on_input_event(_viewport: Object, event: InputEvent, _shape_idx: int): if event is InputEventMouseMotion: var physics2d_dss: PhysicsDirectSpaceState2D = get_world_2d().direct_space_state var params := PhysicsPointQueryParameters2D.new() params.position = get_global_mouse_position() params.collision_mask = 0x7FFFFFFF params.collide_with_areas = true var colliding: Array = physics2d_dss.intersect_point(params, 32) var colliding_nodes = [] for c in colliding: if c.collider.get("global_id") \ and escoria.action_manager.is_object_actionable(c.collider.global_id): colliding_nodes.push_back(c.collider) if colliding_nodes.is_empty(): return colliding_nodes.sort_custom(Callable(HoverStackSorter, "sort_ascending_z_index")) escoria.inputs_manager.hover_stack.clear() escoria.inputs_manager.hover_stack.add_items(colliding_nodes) escoria.inputs_manager.set_hovered_node(colliding_nodes.back()) ## Manage mouse button clicks on this item by sending out signals[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |input_event|`InputEvent`|Triggered event|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _unhandled_input(input_event: InputEvent) -> void: # If this is a trigger, then escoria.inputs_manager is not wired up to # receive the signals this function might dispatch. In particular, # calling get_tree().set_input_as_handled() unnecessarily will prevent # the ESCBackground from being able to process the event. # See https://github.com/godot-escoria/escoria-issues/issues/147. if is_trigger: return var event = input_event # Note that event could be InputEventMouseButton, InputEventJoypadButton, # or something else. As such, the value of the `button_index` property # must be read in the context of the type of input event. if input_event is InputEventJoypadButton: if not input_event.is_action_pressed(escoria.inputs_manager.ESC_UI_PRIMARY_ACTION): return # For now, rather than refactor input handling to be more generic # to accommodate gamepad support, we create a synthetic mouse event # based on the InputEventJoypadButton. event = InputEventMouseButton.new() event.button_index = MOUSE_BUTTON_LEFT event.double_click = false event.button_pressed = true # ESCActionManager expects to read the position off of the event. event.position = get_global_mouse_position() if event is InputEventMouseButton and event.is_pressed(): if not escoria.current_state == escoria.GAME_STATE.DEFAULT: ESCSafeLogging.log_info( self, "Current game state doesn't accept interactions." ) return var p = get_global_mouse_position() if _is_in_shape(p) and escoria.action_manager.is_object_actionable(global_id): if event.double_click and event.button_index == MOUSE_BUTTON_LEFT: mouse_double_left_clicked_item.emit(self, event) get_viewport().set_input_as_handled() elif event.button_index == MOUSE_BUTTON_LEFT: mouse_left_clicked_item.emit(self, event) get_viewport().set_input_as_handled() elif event.button_index == MOUSE_BUTTON_RIGHT: mouse_right_clicked_item.emit(self, event) get_viewport().set_input_as_handled() ## To display warnings in the scene tree should there be any.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a `String` value containing configuration warnings joined by newlines. (`String`) func _get_configuration_warnings(): validate_animations(animations) return "\n".join(_scene_warnings) ## Tests whether given point is inside a shape.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |position|`Vector2`|point coordinates to test|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns a `bool` value. (`bool`) func _is_in_shape(position: Vector2) -> bool: var params := PhysicsPointQueryParameters2D.new() params.position = position params.collision_mask = 2147483647 params.collide_with_areas = true var colliders = get_world_2d().direct_space_state.intersect_point( params, 32 ) for _owner in get_shape_owners(): for _shape_id in range(0, shape_owner_get_shape_count(_owner)): for _collider in colliders: if _collider.collider == self and _collider.shape == _shape_id: return true return false ## Validates the ESCAnimationResource if it exists. Note that we pass in the ESCAnimationResource as an argument so that it can also be used to validate an ESCAnimationResource prior to being set.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |animations_resource|`ESCAnimationResource`|Animation resource to validate before using it on this item.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func validate_animations(animations_resource: ESCAnimationResource) -> void: if not is_instance_valid(animations_resource): return # This initialization must always be here since this is a tool script. _scene_warnings = [] if is_instance_valid(animations_resource): _validate_animations_property_all_not_null(animations_resource.dir_angles, "dir_angles") var num_dir_angles = animations_resource.dir_angles.size() if animations_resource.directions.size() != num_dir_angles: _scene_warnings.append("%s animation angles specified but %s 'directions' animation(s) given. [%s]" \ % [num_dir_angles, animations_resource.directions.size(), _get_identifier_as_key_value()]) else: _validate_animations_property_all_not_null(animations_resource.directions, "directions") if animations_resource.idles.size() != num_dir_angles: _scene_warnings.append("%s animation angles specified but %s 'idles' animation(s) given. [%s]" \ % [num_dir_angles, animations_resource.idles.size(), _get_identifier_as_key_value()]) else: _validate_animations_property_all_not_null(animations_resource.idles, "idles") if animations_resource.speaks.size() != num_dir_angles: _scene_warnings.append("%s animation angles specified but %s 'speaks' animation(s) given. [%s]" \ % [num_dir_angles, animations_resource.speaks.size(), _get_identifier_as_key_value()]) else: _validate_animations_property_all_not_null(animations_resource.speaks, "speaks") if Engine.is_editor_hint(): update_configuration_warnings() elif _scene_warnings.size() > 0: ESCSafeLogging.log_error( self, ", ".join(_scene_warnings) ) ## Setter for the animations property.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |p_animations|`ESCAnimationResource`|the ESCAnimationResource to set.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_animations(p_animations: ESCAnimationResource) -> void: if p_animations == null: return animations = p_animations if not animations.is_connected("changed", Callable(self, "_validate_animations")): animations.connect("changed", Callable(self, "_validate_animations")) ## The animation player node[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns the animation player node. (`Node`) func get_animation_player() -> Node: if _animation_player == null: var player_node_path = animation_player_node if player_node_path.is_empty(): for child in self.get_children(): if child is AnimatedSprite2D or \ child is AnimationPlayer: player_node_path = child.get_path() if player_node_path.is_empty(): ESCSafeLogging.log_debug( self, "Can not find animation_player or animated sprite for %s." % global_id ) elif not has_node(player_node_path): ESCSafeLogging.log_debug( self, "Can not find animation_player node at path %s for %s." % [player_node_path, global_id] ) else: _animation_player = ESCAnimationPlayer.new( get_node(player_node_path) ) return _animation_player ## Return the position the player needs to walk to to interact with this item. That can either be a direct Position2D child or a collision shape[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a `Vector2` value. (`Vector2`) func get_interact_position() -> Vector2: var pos_2d_count: int = 0 var pos_2d_position = null var esclocation_count = 0 var esclocation_position = null var interact_count = 0 var interact_position = null for c in get_children(): if c is Marker2D: # Identify any Postion2D nodes if c is ESCLocation: esclocation_count += 1 esclocation_position = c.global_position elif c is ESCInteractionLocation: interact_count += 1 interact_position = c.global_position else: # This will catch all other Position2D related nodes # including dialog locations and native Position2D nodes. pos_2d_count += 1 pos_2d_position = c.global_position if interact_position == null and \ esclocation_position == null and is_instance_valid(collision): ESCSafeLogging.log_warn( self, "No ESCLocation found to walk to for object " + "%s. Middle of collision shape will be used." % global_id) return collision.global_position if interact_count > 0: if interact_count > 1: ESCSafeLogging.log_warn( self, "Multiple ESCInteractionLocations found to walk to for " + "object %s. Last one will be used." % global_id) return interact_position if esclocation_count > 1: ESCSafeLogging.log_warn( self, "Multiple ESClocations found to walk to for object " + "%s. Last one will be used." % global_id) return esclocation_position ## React to the mouse entering the item by emitting the respective signal[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func mouse_entered(): if escoria.action_manager.is_object_actionable(global_id): mouse_entered_item.emit(self) _apply_hover_behavior() ## React to the mouse exiting the item by emitting the respective signal[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func do_mouse_exited(): mouse_exited_item.emit(self) # Another item (e.g. the player) has entered this item # # #### Parameters # # - body: Other object that has entered the item func _element_entered(body): if body is ESCBackground or body.get_parent() is ESCBackground: return escoria.action_manager.do( escoria.action_manager.ACTION.TRIGGER_IN, [global_id, body.global_id, trigger_in_verb] ) # Another item (e.g. the player) has exited this element # # #### Parameters # # - body: Other object that has exited the item func _element_exited(body): if body is ESCBackground or body.get_parent() is ESCBackground: return escoria.action_manager.do( escoria.action_manager.ACTION.TRIGGER_OUT, [global_id, body.global_id, trigger_out_verb] ) ## Use the movable node to teleport this item to the target item[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |target|`Node`|Target node to teleport to|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func teleport(target: Node) -> void: if is_movable: _movable.teleport(target) else: ESCSafeLogging.log_warn( self, "Node %s cannot \"teleport\". Its \"is_movable\" parameter is false." %self ) ## Use the movable node to teleport this item to the target position[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |target|`Vector2`|Vector2 position to teleport to|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func teleport_to(target: Vector2) -> void: if is_movable: _movable.teleport_to(target) else: ESCSafeLogging.log_warn( self, "Node %s cannot \"teleport_to\". Its \"is_movable\" parameter is false." %self ) ## Use the movable node to make the item walk to the given position[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |pos|`Vector2`|Position to walk to|yes|[br] ## |p_walk_context|`ESCWalkContext`|Walk context to use|no|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func walk_to(pos: Vector2, p_walk_context: ESCWalkContext = null) -> void: if is_movable: _movable.walk_to(pos, p_walk_context) else: ESCSafeLogging.log_warn( self, "Node %s cannot use \"walk_to\". Its \"is_movable\" parameter is false." %self ) ## Stop the movable node immediately and remain where it is at this moment, or teleport it directly at destination position if 'to_target' is true.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |to_target|`bool`|if true, the movable node is teleport directly at its target destination|no|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func stop_walking_now(to_target: bool = false) -> void: if is_movable: var where: Vector2 = position if to_target: where = _movable.walk_destination _movable.walk_stop(where) else: ESCSafeLogging.log_warn( self, "Node %s cannot use \"stop_walking_now\". Its \"is_movable\" parameter is false." %self ) ## Set the moving speed[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |speed_value|`int`|Set the new speed|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_velocity(speed_value: int) -> void: speed = speed_value ## Checks whether this item moved[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a `bool` value. (`bool`) func has_moved() -> bool: return _movable.moved if is_movable else false ## Checks whether this item has a sprite.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a `bool` value. (`bool`) func has_sprite() -> bool: if _sprite_node != null: return true else: # confirm for child in self.get_children(): if child is AnimatedSprite2D or child is Sprite2D: return true return false ## Return the sprite node.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a `Node` value. (`Node`) func get_sprite() -> Node: if _sprite_node == null: for child in self.get_children(): if child is AnimatedSprite2D or child is Sprite2D: _sprite_node = child if _sprite_node == null: ESCSafeLogging.log_error( self, "No sprite node found in the scene %s." % get_path() ) return _sprite_node ## Set the angle[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |deg|`int`|The angle degree to set|yes|[br] ## |wait|`float`|Wait this amount of seconds until continuing with turning around|no|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_angle(deg: int, wait: float = 0.0): if is_movable: _movable.set_angle(deg, wait) else: ESCSafeLogging.log_warn( self, "Node %s cannot use \"set_angle\". Its \"is_movable\" parameter is false." % self ) ## Set the direction id[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |direction_id|`int`|The direction id|yes|[br] ## |wait|`float`|Wait this amount of seconds until continuing with turning around|no|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_direction(direction_id: int, wait: float = 0.0): if is_movable: _movable.set_direction(direction_id, wait) else: ESCSafeLogging.log_warn( self, "Node %s cannot use \"set_direction\". Its \"is_movable\" parameter is false." % self ) ## Turn to face another object[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |object|`Node`|Node whose position the item should face.|yes|[br] ## |wait|`float`|Optional delay in seconds before execution continues after turning.|no|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func turn_to(object: Node, wait: float = 0.0): if is_movable: _movable.turn_to(object, wait) else: ESCSafeLogging.log_warn( self, "Node %s cannot use \"turn_to\". Its \"is_movable\" parameter is false." % self ) ## Check everything is in place to play talk animations. A warning indicating the problem is printed in console, if necessary.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a `bool` value. (`bool`) func check_talk_possible() -> bool: if is_movable and (_movable.last_dir < 0 \ or _movable.last_dir >= animations.speaks.size()): ESCSafeLogging.log_warn( self, "Node %s cannot talk. Its \"last_dir\" parameter is invalid: %s." \ % [self, _movable.last_dir] ) return false if not is_instance_valid(animations): ESCSafeLogging.log_warn( self, "Node %s cannot talk. Its \"animations\" parameter is empty." \ % self ) return false if animations.speaks.size() == 0: ESCSafeLogging.log_warn( self, "Node %s cannot talk. Its \"animations.speaks\" array is empty." \ % self ) return false if not get_animation_player(): ESCSafeLogging.log_warn( self, "Node %s cannot talk. Its animation player can't be found." \ % self ) return false return true ## Play the talking animation[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func start_talking(): if not check_talk_possible(): return var animation_player = get_animation_player() if animation_player.is_playing(): animation_player.stop() if is_movable and animations.speaks[_movable.last_dir].mirrored \ and not _movable.is_mirrored: _sprite_node.scale.x *= -1 var animation_direction = _movable.last_dir if is_movable else 0 animation_player.play( animations.speaks[animation_direction].animation ) ## Stop playing the talking animation[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func stop_talking(): if not check_talk_possible(): return var animation_player = get_animation_player() if animation_player.is_playing(): animation_player.stop() if is_movable: if animations.speaks[_movable.last_dir].mirrored \ and not _movable.is_mirrored: # Allow this function to be called multiple times without setting # the direction incorrectly if _sprite_node.scale.x < 1: _sprite_node.scale.x *= -1 animation_player.play( animations.idles[_movable.last_dir].animation ) else: animation_player.play( animations.idles[0].animation ) ## Replay the last idle animation[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func update_idle(): get_animation_player().play( animations.idles[_movable.last_dir].animation ) ## Return the camera position if a camera_position_node exists or the global position of the player[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a `Node` value. (`Node`) func get_camera_node() -> Node: if has_node(camera_node): ESCSafeLogging.log_debug( self, "Camera3D node found - directing camera to the camera_node on %s." % global_id ) return get_node(camera_node) return self ## Detect the child nodes and set respective references.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _detect_children() -> void: # Initialize collision variable. for c in get_children(): if c is CollisionShape2D or c is CollisionPolygon2D: collision = c ## Update the terrain when an event finished[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |rc|`int`|Return code of the event that just finished|yes|[br] ## |event_name|`String`|Event that just finished to provide to update terrain call.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _update_terrain(rc: int, event_name: String) -> void: if is_movable: _movable.update_terrain(event_name) ## Godot method override to provide more information about this object.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _get_property_list(): var properties = [] properties.append({ "name": "animations", "type": TYPE_OBJECT, "hint": PROPERTY_HINT_RESOURCE_TYPE, "hint_string": "ESCAnimationResource" }) return properties ## Set the node path to the animation player[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |node_path|`NodePath`|Path to the player node|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _set_animation_player_node(node_path: NodePath): if not Engine.is_editor_hint(): return if node_path.is_empty(): animation_player_node = node_path return assert(has_node(node_path), "Node with path %s not found" % node_path) assert( get_node(node_path) is AnimatedSprite2D or \ get_node(node_path) is AnimationPlayer, "Selected node has to be an AnimatedSprite2D or AnimationPlayer node" ) animation_player_node = node_path ## Either the set inventory texture or the texture of a TextureRect found as a child if it is null[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns either the set inventory texture or the texture of a TextureRect found as a child if it is null. (`Texture2D`) func _get_inventory_texture() -> Texture2D: if inventory_texture == null: for c in get_children(): if c is TextureRect or c is Sprite2D: return c.texture return null else: return inventory_texture func _get_inventory_texture_hovered() -> Texture2D: if inventory_texture_hovered == null: return _get_inventory_texture() else: return inventory_texture_hovered ## Checks whether the given ESCAnimationResource property array has all non-null entries, and adds to the scene's warnings if not[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |property|`Array`|ESCAnimationResource property. Must be an array.|yes|[br] ## |property_name|`String`|the name of the property being passed in.|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _validate_animations_property_all_not_null(property: Array, property_name: String) -> void: var has_empty_entry: bool = false for item in property: if item == null: has_empty_entry = true break if has_empty_entry: _scene_warnings.append("At least one entry in '%s' is empty. [%s]" % [property_name, _get_identifier_as_key_value()]) ## The global ID as a key/value pair. If none is specified, use the node name. Used to tag messages.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns the global ID as a key/value pair. If none is specified, use the node name. Used to tag messages. (`String`) func _get_identifier_as_key_value() -> String: if self.global_id: return "global_id: %s" % self.global_id else: return "node: %s" % get_name() ## Applies hover behavior on this ESCItem: if hover is enabled, applies the defined hover color modulate and/or hover texture and/or hover shader on the Sprite2D node, if any.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _apply_hover_behavior() -> void: if not hover_enabled: return if has_sprite(): var sprite = get_sprite() _previous_color_modulate = modulate sprite.modulate = hover_modulate if sprite is Sprite2D: if hover_texture != null: _previous_texture = sprite.texture sprite.texture = hover_texture if hover_shader != null: sprite.material = hover_shader ## Applies unhover behavior on this ESCItem: if hover is enabled, reverts back to normal the defined hover color modulate and/or hover texture and/or hover shader on the Sprite2D node, if any.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func _apply_unhover_behavior() -> void: if not hover_enabled: return if has_sprite(): var sprite = get_sprite() sprite.modulate = _previous_color_modulate if sprite is Sprite2D: if hover_texture != null: sprite.texture = _previous_texture if hover_shader != null: sprite.material = null ## Whether the item is currently moving.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns true if the player is currently moving, false otherwise. (`bool`) func is_moving() -> bool: return _movable.task != ESCMovable.MovableTask.NONE if is_movable else false ## The number of defined animation directions for this ESCItem.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns the number of defined animation directions for this ESCItem. (`int`) func get_directions_quantity() -> int: return animations.dir_angles.size() ## A Dictionary containing custom data defined for this ESCItem.[br] ## [br] ## #### Parameters[br] ## [br] ## None. ## [br] ## #### Returns[br] ## [br] ## Returns a Dictionary containing custom data defined for this ESCItem. (`Dictionary`) func get_custom_data() -> Dictionary: return custom_data ## Sets the `custom_data` Dictionary containing custom data defined for this ESCItem.[br] ## [br] ## #### Parameters[br] ## [br] ## | Name | Type | Description | Required? |[br] ## |:-----|:-----|:------------|:----------|[br] ## |data|`Dictionary`|Custom data dictionary to assign to this item (an empty dictionary is used when `null`).|yes|[br] ## [br] ## #### Returns[br] ## [br] ## Returns nothing. func set_custom_data(data: Dictionary) -> void: custom_data = data if (data != null) else {}