63 lines
5 KiB
Markdown
63 lines
5 KiB
Markdown
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# Items
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Items are objects that have several attributes specifically designed to make the player character interact with them, using actions defined in their attached .esc script. There are a few different ways to design an item in the editor, but an item saved as a separate scene an instanced into the room typically has the following anatomy:
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* [item] - a `Node2D` which an `item.gd` script attached to, and to which the properties you want to use for this item. This can be an `Area2D` or a `Sprite`, in most cases.
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* "area" - an `Area2D`, in case your item root is `Sprite`.
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* "CollisionShape2D" or "CollisionPolygon2D" - The name of this does not matter, it's simply what `Area2D` expects to find.
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* "iteract_pos" - a `Position2D` which determines the position the player character will walk to before interacting with the item
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* "animation" - an `AnimationPlayer` used to change properties of the item by using the `set_state` .esc command.
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* "_focus_in" - a `Sprite` to show when the item has focus
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* "_focus_out" - a `Sprite` to show when the item does not have focus
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* "_pressed" - a `Sprite` to show when the item is clicked
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Often you will find that you don't need to add all of these child nodes.
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## Interaction
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The `item.gd` script exports the `action` variable. This is the default action for this object. If you wish, you may also configure a global default action in `escoria/platform/default_object_action`. Now you can leave this empty in the editor and have the player always perform this action by default.
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It may be that you want these default actions to require double-clicks. This is configured in `escoria/platform/default_object_action_requires_doubleclick`. It applies to both the global and local default actions.
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An item-local default action overrides a global default action, as you'd expect.
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### Interact angle
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Items have an `interact_angle` variable. This defines the angle to which the player turns to when interacting.
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The unit is counter-clockwise degrees: 0 faces the camera, 90 the right, etc.
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You can leave it at `-1` to have Escoria resolve the interaction angle for you. This is usually the easiest way, but sometimes
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item positions can be in slightly unintuitive coordinates, so if your game doesn't feel right, you can always set a value here.
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## Z-index
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By default every room in the game is considered to have faux "depth". This is done by setting the z-index based on the y-coordinate.
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If you want things to be flat or manually controlled, you can use Godot's z-indexes by unchecking the `Dynamic Z Index` checkbox.
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At least for certain inventory configurations, this is something you must do. If your items don't show up on the HUD, uncheck!
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The system isn't perfect, so sometimes you may have to use an `AnimationPlayer` to tweak the z-index given by Godot. Likewise
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if your item consists of many nodes, they will have different positions, so some of them may need manual tweaking.
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## Background items
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There are also times when you want to enable the player to interact with items which are not separate scenes, but drawn directly on the background. For such use cases, you will typically use an `Area2D` to frame the item, with an optional click mask, and no "area" child node.
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* [item] - an `Area2D` with an `item.gd` script attached and the properties you want to use for this item
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* `CollisionPolygon2D` which defines the shape of the item
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* ...
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## Parallax items
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Items can also be added to a parallax layer, but this comes with a caveat. You can't interact with them at the moment. This is because we can't
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mix `Control` (UI) and `Node2D` (game) elements anymore. Godot 3.1 will bring a stricter type system. The rules for how priorities are dealt
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with when mixing UI elements with game elemnts are complex. There are probably more reasons, at least from a design-philosophy point of view.
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This is what the text used to say. It's left as a guide in case it would be helpful in reimplementing the interactability with parallax-background
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objects without the use of `Control` nodes.
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~First of all, you need to use an item with the shape defined by a `Control` node, since the mouse cursor cannot interact with an `Area2D` through the foreground layer. Secondly, since these items will be visible to the cursor through the foreground, any items meant to be obstructed by foreground elements will need to be masked by a `Control` node. These masks don't need to be items, but can be `TextureRects` with click masks for more fine grained control of their shape. Do take care not to cover any items in the foreground with these masks though, as that will make them impossible to interact with.~
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~Because parallax layers are offset from the background, interacting with them might lead to surprising results. It is therefore recommended that you add `Position2D` node in the foreground layer where you want the player character to stand when interacting with parallax items. This can be achieved by setting the `Interact Position` property on the item and assigning the correct `Position2D` node in the scene.~
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