This commit is contained in:
Kujiu 2020-04-18 22:06:40 +02:00
commit 8be7c8e7c1
Signed by: kujiu
GPG key ID: ABBB2CAC6855599F
201 changed files with 15471 additions and 0 deletions

9
.gitignore vendored Normal file
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.import/
logs/
*.translation
# Platform specific metadata files
.DS_Store
thumbs.db
.*.swp
*~

74
LICENCE Normal file
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Texte
=====
Kujiu
Graphisme
=========
Springouille
Voix, SFX et programmation
==========================
Kujiu
Musique
=======
Dreaming Under the Stars
par Darren Curtis -
Licence Creative Commons CC-BY -
https://www.darrencurtismusic.com
Robot Lover Song
par Neku (feat. Aline) -
Licence Creative Commons
Caractères
==========
Lavi font
par Ruben Holthuijsen -
Licence GPLv3
Rendu avec FreeType
The FreeType Project. All rights reserved. -
http://www.freetype.org
Moteur
======
Godot Engine
par Juan Linietsky, Ariel Manzur et contributeurs -
Licence MIT -
https://www.godotengine.org
Escoria
par Juan Linietsky, Ariel Manzur et contributeurs -
Licence MIT -
https://www.github.com/godotengine/escoria
ENet
par Lee Salzman -
Licence MIT-like
MBedTLS
Licence Apache version 2.0
Production
==========
Une Narration Expérimentale de Réalité Vectographiée
Nerv Project
https://www.nerv-project.eu
Licence
=======
Distribué sous licence Creative Commons CC-BY-SA 4.0
http://creativecommons.org/licenses/by-sa/4.0/
(Sauf travaux sous licence spécifique)

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://globals/item.gd" type="Script" id=1]
[ext_resource path="res://actors/dragon/assets/dragon.png" type="Texture" id=2]
[ext_resource path="res://rooms/garden/assets/rain.ogg" type="AudioStream" id=3]
[sub_resource type="Animation" id=1]
resource_name = "rain"
length = 23.0
tracks/0/type = "audio"
tracks/0/path = NodePath("RainPlayer")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"clips": [ {
"end_offset": 0.0,
"start_offset": 0.0,
"stream": ExtResource( 3 )
} ],
"times": PoolRealArray( 0 )
}
[node name="Dragon" type="Node2D"]
script = ExtResource( 1 )
global_id = "Dragon"
active = false
use_action_menu = false
[node name="area" type="Area2D" parent="."]
[node name="Sprite" type="Sprite" parent="area"]
scale = Vector2( 1.32615, 1.31784 )
texture = ExtResource( 2 )
centered = false
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="area"]
position = Vector2( -24.1903, -25.9038 )
scale = Vector2( 1.38245, 1.38245 )
polygon = PoolVector2Array( 379.768, 88.1424, 298.145, 208.428, 301.009, 272.867, 273.802, 294.346, 227.979, 338.737, 202.203, 401.744, 226.547, 438.975, 216.523, 454.727, 189.315, 451.863, 196.475, 494.822, 176.428, 557.829, 104.829, 559.261, 93.3732, 627.996, 89.0773, 672.387, 67.5977, 731.098, 67.5977, 759.737, 106.261, 748.281, 154.948, 733.962, 179.292, 705.322, 226.547, 688.138, 270.938, 692.434, 302.441, 696.73, 296.713, 658.067, 289.553, 626.564, 323.921, 640.883, 376.904, 636.587, 402.679, 620.836, 478.574, 646.611, 563.06, 643.747, 608.883, 620.836, 634.658, 586.468, 594.563, 569.285, 570.22, 569.285, 558.764, 527.758, 584.539, 493.39, 610.315, 447.567, 613.179, 390.288, 604.587, 350.193, 585.971, 304.37, 547.308, 287.186, 512.941, 308.666, 550.172, 351.625, 497.189, 312.962, 441.342, 312.962, 462.822, 350.193, 429.887, 324.418, 432.75, 277.163, 468.55, 254.251, 538.716, 241.363, 620.339, 241.363, 677.618, 251.387, 716.281, 282.891, 776.424, 255.683, 832.271, 272.867, 873.798, 300.074, 888.117, 348.761, 865.206, 400.312, 812.223, 437.543, 773.56, 430.384, 733.464, 407.472, 684.777, 407.472, 693.369, 447.567, 713.417, 469.047, 670.458, 509.142, 670.458, 577.877, 683.345, 623.7, 724.873, 633.724, 753.512, 678.115, 825.111, 676.683, 908.165, 675.251, 982.628, 665.227, 962.527, 734.022, 996.064, 765.323, 1084.3, 728.234, 1105.78, 686.706, 1100.05, 642.315, 1090.03, 593.628, 1027.02, 583.604, 975.468, 583.604, 953.988, 567.853, 956.852, 534.917, 913.893, 537.781, 880.958, 572.149, 852.318, 539.213, 890.981, 513.438, 952.556, 491.958, 1005.54, 460.455, 1034.18, 407.472, 1065.68, 335.873, 1042.77, 277.163, 1088.59, 317.258, 1097.19, 265.707, 1052.79, 224.18, 1024.15, 221.316, 998.379, 181.221, 952.556, 188.38, 942.532, 151.149, 879.526, 105.326, 830.839, 95.3022, 803.631, 56.639, 736.328, 22.2717, 677.618, 43.7513, 620.339, 65.2309, 567.356, 99.5982, 492.893, 103.894, 467.118, 145.421, 427.023, 115.35 )
[node name="animation" type="AnimationPlayer" parent="."]
anims/rain = SubResource( 1 )
[node name="RainPlayer" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource( 3 )
volume_db = 4.0
max_distance = 20000.0

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/god.png-3f4e537a13a15c396d20f3618c703300.stex"
metadata={
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[deps]
source_file="res://actors/god/assets/god.png"
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compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
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flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
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process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

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[gd_scene load_steps=5 format=2]
[ext_resource path="res://globals/item.gd" type="Script" id=1]
[ext_resource path="res://actors/god/assets/god.png" type="Texture" id=2]
[ext_resource path="res://rooms/garden/assets/plouf.ogg" type="AudioStream" id=3]
[sub_resource type="Animation" id=1]
resource_name = "plouf"
length = 1.6
tracks/0/type = "audio"
tracks/0/path = NodePath("PloufPlayer")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"clips": [ {
"end_offset": 0.0,
"start_offset": 0.0,
"stream": ExtResource( 3 )
} ],
"times": PoolRealArray( 0 )
}
[node name="God" type="Node2D"]
script = ExtResource( 1 )
global_id = "God"
[node name="area" type="Area2D" parent="."]
[node name="Sprite" type="Sprite" parent="area"]
position = Vector2( 280, 559 )
scale = Vector2( 1.8, 1.8 )
texture = ExtResource( 2 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="area"]
polygon = PoolVector2Array( 215.206, -35.7623, 287.913, -3.95319, 56.1606, 89.202, 24.3516, 289.145, -46.0829, 480, -84.7083, 602.692, -32.4504, 636.773, 72.0652, 604.964, 97.058, 643.589, -100.613, 993.489, 67.5211, 1032.11, 219.75, 982.129, 346.987, 995.761, 540.113, 1016.21, 521.937, 916.239, 408.333, 679.942, 419.693, 618.596, 537.841, 654.95, 687.799, 668.582, 683.254, 564.066, 553.746, 400.477, 574.195, 214.166, 487.856, -3.95319, 297.001, -149.366, 224.294, -117.557, 224.294, -117.557, 219.75, -119.829 )
[node name="animation" type="AnimationPlayer" parent="."]
anims/plouf = SubResource( 1 )
[node name="PloufPlayer" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource( 3 )
volume_db = 4.0
max_distance = 20000.0

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://globals/item.gd" type="Script" id=1]
[node name="Narrator" type="Node2D"]
script = ExtResource( 1 )
global_id = "Narrator"
active = false

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extends Node2D
# Custom functions to be used in your game.
# Spine example
func spine_change_skin(params):
# Show-and-tell, ignore
var obj = params[0]
var func_name = params[1]
# Change all parent's Spine nodes' skins
var skin = params[2]
for node in get_parent().get_children():
if node.get_class() == "Spine":
node.set_indexed("playback/skin", skin)

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source_file="res://contrib/scenes/shadow/cap.png"
dest_files=[ "res://.import/cap.png-3d49dcef40d6831b180435be18953959.stex" ]
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flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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[remap]
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stream=false
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detect_3d=true
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://globals/shadow.gd" type="Script" id=1]
[ext_resource path="res://contrib/shaders/shadow.tres" type="Material" id=2]
[ext_resource path="res://contrib/scenes/shadow/shadow.png" type="Texture" id=3]
[ext_resource path="res://contrib/scenes/shadow/cap.png" type="Texture" id=4]
[node name="shadow" type="Node2D"]
script = ExtResource( 1 )
[node name="perspective_scale" type="Node2D" parent="."]
scale = Vector2( 1, 0.5 )
[node name="rotation" type="Node2D" parent="perspective_scale"]
[node name="shadow" type="Sprite" parent="perspective_scale/rotation"]
material = ExtResource( 2 )
z_index = -1
texture = ExtResource( 3 )
centered = false
offset = Vector2( 0, -32 )
[node name="shadow_cap" type="Sprite" parent="perspective_scale/rotation"]
material = ExtResource( 2 )
z_index = -1
texture = ExtResource( 4 )
offset = Vector2( -16, 0 )

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shader_type canvas_item;
render_mode blend_mix;
uniform float alpha_value = 0.5;
void fragment() {
float v = texture(TEXTURE, UV).a;
COLOR = vec4(vec3(0), v*alpha_value);
}

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[gd_resource type="ShaderMaterial" load_steps=2 format=2]
[ext_resource path="res://contrib/shaders/shadow.shader" type="Shader" id=1]
[resource]
render_priority = 0
shader = ExtResource( 1 )
shader_param/alpha_value = 1.0
_sections_unfolded = [ "shader_param" ]

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[gd_resource type="AudioBusLayout" format=2]
[resource]
bus/0/name = "Master"
bus/0/solo = false
bus/0/mute = false
bus/0/bypass_fx = false
bus/0/volume_db = 0.0
bus/0/send = ""
bus/1/name = "Music"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = "Master"
bus/2/name = "Speech"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = 0.0
bus/2/send = "Master"
bus/3/name = "SFX"
bus/3/solo = false
bus/3/mute = false
bus/3/bypass_fx = false
bus/3/volume_db = 0.0
bus/3/send = "Master"

67
device/export_presets.cfg Normal file
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[preset.0]
name="Linux/X11"
platform="Linux/X11"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter="*.esc"
exclude_filter=""
export_path="../../../../../../../../home/kujiu/dieu_du_jardin/linux/dieu_du_jardin.x86_64"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""
[preset.0.options]
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=true
texture_format/etc2=true
texture_format/no_bptc_fallbacks=false
binary_format/64_bits=true
binary_format/embed_pck=true
custom_template/release=""
custom_template/debug=""
[preset.1]
name="Windows Desktop"
platform="Windows Desktop"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter="*.esc"
exclude_filter=""
export_path="dieu_du_jardin.exe"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""
[preset.1.options]
texture_format/bptc=false
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
texture_format/no_bptc_fallbacks=true
binary_format/64_bits=true
binary_format/embed_pck=true
custom_template/release=""
custom_template/debug=""
codesign/enable=false
codesign/identity=""
codesign/password=""
codesign/timestamp=true
codesign/timestamp_server_url=""
codesign/digest_algorithm=1
codesign/description=""
codesign/custom_options=PoolStringArray( )
application/icon=""
application/file_version=""
application/product_version=""
application/company_name=""
application/product_name=""
application/file_description=""
application/copyright=""
application/trademarks=""

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device/game.esc Normal file
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:start
cut_scene telon fade_out
change_scene res://rooms/garden/garden.tscn
cut_scene telon fade_in

16
device/git_api.gdnlib Normal file
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[general]
singleton=true
load_once=true
symbol_prefix="godot_"
reloadable=false
[entry]
Windows.64="res://bin/win64/release/libgitapi.dll"
X11.64="res://bin/x11/release/libgitapi.so"
[dependencies]
Windows.64=[ ]
X11.64=[ ]

9
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[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://git_api.gdnlib" type="GDNativeLibrary" id=1]
[resource]
resource_name = "GitAPI"
class_name = "GitAPI"
library = ExtResource( 1 )
script_class_name = "GitAPI"

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var GameCenter = null
var iOS = null
var achieves_left = 2
func flush():
while GameCenter.get_pending_event_count() > 0:
GameCenter.pop_pending_event()
func award(aid):
if GameCenter == null:
return
flush()
printt("******** awarding achievement ", aid)
GameCenter.award_achievement( { "name": aid, "progress": 100, "show_completion_banner": true } )
if vm.settings.rate_shown:
return
achieves_left -= 1
if achieves_left > 0:
return
printt("showing rate screen")
var url = iOS.get_rate_url(ProjectSettings.get_setting("ios/app_id"))
vm.show_rate(url)
vm.settings.rate_shown = true
vm.save_settings()
func reset():
if GameCenter == null:
return
flush()
GameCenter.reset_achievements()
func is_ready():
return true
func start():
# TODO: This initialization should probably be somewhere else
# if ProjectSettings.has_setting("GameCenter"):
# GameCenter = ProjectSettings.get_singleton("GameCenter")
# iOS = ProjectSettings.get_singleton("iOS")
pass

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extends Container
var target
func action_pressed(action):
if !is_visible():
return
if !get_node("/root/vm").can_interact():
return
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "action_menu_selected", target, action)
func target_visibility_changed():
stop()
func _clamp(click_pos):
var scale = ProjectSettings.get_setting("escoria/platform/action_menu_scale")
set_scale(Vector2(scale, scale))
var width = float(ProjectSettings.get("display/window/size/width"))
var height = float(ProjectSettings.get("display/window/size/height"))
var my_size = get_size() * Vector2(scale, scale)
var center_offset = my_size / Vector2(2, 2) # Half to the left, half up
# Set the action menu in the middle
click_pos -= center_offset
var dist_from_right = width - (click_pos.x + my_size.x)
var dist_from_left = click_pos.x
var dist_from_bottom = height - (click_pos.y + my_size.y)
var dist_from_top = click_pos.y
if dist_from_right < 0:
click_pos.x += dist_from_right
if dist_from_left < 0:
click_pos.x -= dist_from_left
if dist_from_bottom < 0:
click_pos.y += dist_from_bottom
if dist_from_top < 0:
click_pos.y -= dist_from_top
return click_pos
func start(p_target):
if target != p_target:
target = p_target
target.connect("visibility_changed", self, "target_visibility_changed")
# Do not display the tooltip alongside the menu
if vm.tooltip and ProjectSettings.get_setting("escoria/ui/tooltip_follows_mouse"):
vm.tooltip.hide() # XXX: Maybe the tooltip should hide itself automatically if the action menu is visible
vm.hover_teardown()
func stop(show_tooltip=true):
if target != null:
target.disconnect("visibility_changed", self, "target_visibility_changed")
target = null
hide()
if vm.tooltip and ProjectSettings.get_setting("escoria/ui/tooltip_follows_mouse") and show_tooltip:
vm.hover_rebuild()
func set_position(pos, keep_margins=false):
.set_position(_clamp(pos), keep_margins)
func _ready():
var acts = get_node("actions")
for i in range(acts.get_child_count()):
var c = acts.get_child(i)
if !(c is BaseButton):
continue
c.connect("pressed", self, "action_pressed", [c.get_name()])
vm.register_action_menu(self)

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[gd_resource type="DynamicFont" load_steps=2 format=2]
[ext_resource path="res://globals/assets/fonts/Lavi.ttf" type="DynamicFontData" id=1]
[resource]
size = 64
outline_color = Color( 0, 0, 0, 1 )
font_data = ExtResource( 1 )

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[gd_resource type="DynamicFont" load_steps=2 format=2]
[ext_resource path="res://globals/assets/fonts/Lavi.ttf" type="DynamicFontData" id=1]
[resource]
size = 92
outline_size = 12
outline_color = Color( 0, 0, 0, 1 )
extra_spacing_top = 20
extra_spacing_bottom = 20
extra_spacing_char = 8
extra_spacing_space = 20
font_data = ExtResource( 1 )

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[gd_resource type="DynamicFont" load_steps=2 format=2]
[ext_resource path="res://globals/assets/fonts/Lavi.ttf" type="DynamicFontData" id=1]
[resource]
size = 150
outline_size = 10
outline_color = Color( 0, 0, 0, 1 )
extra_spacing_top = 20
extra_spacing_bottom = 20
extra_spacing_char = 8
extra_spacing_space = 20
font_data = ExtResource( 1 )

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@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
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or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
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have designed this version of the GPL to prohibit the practice for those
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stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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avoid the special danger that patents applied to a free program could
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patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
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A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
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Conveying under any other circumstances is permitted solely under
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3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
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11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
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When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
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4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
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regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
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interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
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and execute modified versions of a covered work in that User Product from
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code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
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d) Limiting the use for publicity purposes of names of licensors or
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it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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path="res://.import/end_credits.ogg-dd304750412eabcabfb61beec53568e1.oggstr"
[deps]
source_file="res://globals/assets/musics/end_credits.ogg"
dest_files=[ "res://.import/end_credits.ogg-dd304750412eabcabfb61beec53568e1.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_1_1.ogg-d9371869a5c54909461671798ce50534.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_1_1.ogg"
dest_files=[ "res://.import/player_speak_1_1.ogg-d9371869a5c54909461671798ce50534.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_1_2.ogg-502257ada099ffd6390d707c6bf3d9d8.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_1_2.ogg"
dest_files=[ "res://.import/player_speak_1_2.ogg-502257ada099ffd6390d707c6bf3d9d8.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_2_1.ogg-a3ca3305840eb0aafe813f6b45f43c8d.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_2_1.ogg"
dest_files=[ "res://.import/player_speak_2_1.ogg-a3ca3305840eb0aafe813f6b45f43c8d.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_2_2.ogg-8b81201a31f56a692ca3155ecd36e501.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_2_2.ogg"
dest_files=[ "res://.import/player_speak_2_2.ogg-8b81201a31f56a692ca3155ecd36e501.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_3_1.ogg-e611aa6a79b2e975dc1657ab2ad9f190.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_3_1.ogg"
dest_files=[ "res://.import/player_speak_3_1.ogg-e611aa6a79b2e975dc1657ab2ad9f190.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_4_1.ogg-df1a79565682b2572d3db332ced70a48.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_4_1.ogg"
dest_files=[ "res://.import/player_speak_4_1.ogg-df1a79565682b2572d3db332ced70a48.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_4_2.ogg-1b22b3091e7789a3d5f14827b230bc76.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_4_2.ogg"
dest_files=[ "res://.import/player_speak_4_2.ogg-1b22b3091e7789a3d5f14827b230bc76.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_5_1.ogg-7a975be5a670b9220f3f093489c3cb99.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_5_1.ogg"
dest_files=[ "res://.import/player_speak_5_1.ogg-7a975be5a670b9220f3f093489c3cb99.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_5_2.ogg-a0aa549d098f204d36a0159cfeb85619.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_5_2.ogg"
dest_files=[ "res://.import/player_speak_5_2.ogg-a0aa549d098f204d36a0159cfeb85619.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_6_1.ogg-eba85ad2bc93334c86ba34ff7db5b83c.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_6_1.ogg"
dest_files=[ "res://.import/player_speak_6_1.ogg-eba85ad2bc93334c86ba34ff7db5b83c.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_6_2.ogg-ee74e6f6fddf1b5b4631904a0716f3ff.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_6_2.ogg"
dest_files=[ "res://.import/player_speak_6_2.ogg-ee74e6f6fddf1b5b4631904a0716f3ff.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_7_1.ogg-1a3fb2794d0772cef9b262a0e1156a02.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_7_1.ogg"
dest_files=[ "res://.import/player_speak_7_1.ogg-1a3fb2794d0772cef9b262a0e1156a02.oggstr" ]
[params]
loop=true
loop_offset=0

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[remap]
importer="ogg_vorbis"
type="AudioStreamOGGVorbis"
path="res://.import/player_speak_7_2.ogg-f6ee24a4eff25f046a3e575fd0228fcf.oggstr"
[deps]
source_file="res://globals/assets/speech/fr/player_speak_7_2.ogg"
dest_files=[ "res://.import/player_speak_7_2.ogg-f6ee24a4eff25f046a3e575fd0228fcf.oggstr" ]
[params]
loop=true
loop_offset=0

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# Define your game's speech/voice locales within the game
# because ProjectSettings doesn't deal well with arrays.
# These can be used in your game to change the spoken language.
#warning-ignore:unused_class_variable
var speech_locales = ['fr']

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extends Sprite
signal left_click_on_bg
signal right_click_on_bg # Connect this in your game/signal_script
export var action = "walk"
var area
# Godot doesn't do doubleclicks so we must
var last_lmb_dt = 0
var waiting_dblclick = null # null or [pos, event]
func input(_viewport, event, _shape_idx):
if event is InputEventMouseButton and event.pressed:
# If we are hovering items, do not allow background to receive a click
# and let the items sort out who's on top and gets to be `clicked`
if vm.hover_stack:
return
if event.is_action("game_general"):
last_lmb_dt = 0
waiting_dblclick = [get_global_mouse_position(), event]
elif event.is_action("game_rmb"):
emit_signal("right_click_on_bg", self, get_global_mouse_position(), event)
func get_action():
return action
func _physics_process(dt):
last_lmb_dt += dt
if waiting_dblclick and last_lmb_dt > vm.DOUBLECLICK_TIMEOUT:
emit_signal("left_click_on_bg", self, waiting_dblclick[0], waiting_dblclick[1])
last_lmb_dt = 0
waiting_dblclick = null
func _enter_tree():
# Use size of background texture to calculate collision shape
var size = get_texture().get_size()
area = Area2D.new()
var shape = RectangleShape2D.new()
var sid = area.create_shape_owner(area)
# Move origin of Area2D to center of Sprite
var transform = area.shape_owner_get_transform(sid)
transform.origin = size / 2
area.shape_owner_set_transform(sid, transform)
# Set extents of RectangleShape2D to cover entire Sprite
shape.set_extents(size / 2)
area.shape_owner_add_shape(sid, shape)
add_child(area)
func _ready():
var conn_err
conn_err = area.connect("input_event", self, "input")
if conn_err:
vm.report_errors("item", ["area.input_event -> input error: " + String(conn_err)])
conn_err = connect("left_click_on_bg", $"/root/scene/game", "ev_left_click_on_bg")
if conn_err:
vm.report_errors("item", ["left_click_on_bg -> ev_left_click_on_bg error: " + String(conn_err)])
add_to_group("background")

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extends Control
var stream
var state = "default"
export var global_id = "bg_music"
func game_cleared():
set_state("off", true)
self.disconnect("tree_exited", vm, "object_exit_scene")
vm.register_object(global_id, self)
func set_state(p_state, p_force = false):
# If already playing this stream, keep playing, unless p_force
if p_state == state and not p_force and stream.is_playing():
return
state = p_state
# If state is "off"/"default", turn off music
if state == "off" or state == "default":
stream.stream = null
return
var resource = load(p_state)
stream.stream = resource
if stream.stream:
resource.set_loop(true)
stream.play()
stream.volume_db = vm.settings.music_volume
func _ready():
stream = $"stream"
vm.register_object(global_id, self)
add_to_group("game")

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://globals/bg_music.gd" type="Script" id=1]
[node name="bg_music" type="Control" index="0"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 40.0
margin_bottom = 40.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 2
size_flags_vertical = 2
script = ExtResource( 1 )
global_id = "bg_music"
[node name="stream" type="AudioStreamPlayer" parent="." index="0"]
stream = null
volume_db = 0.0
pitch_scale = 1.0
autoplay = false
mix_target = 0
bus = "Music"

31
device/globals/bg_snd.gd Normal file
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extends Control
var stream
#warning-ignore:unused_class_variable
var state = "default" # To play along with the `set_state` semantics
export var global_id = "bg_snd"
func game_cleared():
stream.stream = null
self.disconnect("tree_exited", vm, "object_exit_scene")
vm.register_object(global_id, self)
func play_snd(p_snd, p_loop=false):
var resource = load(p_snd)
if !resource:
vm.report_errors("bg_snd", ["play_snd resource not found " + p_snd])
return
stream.stream = resource
stream.stream.set_loop(p_loop)
stream.volume_db = vm.settings.sfx_volume
stream.play()
func _ready():
stream = $"stream"
vm.register_object(global_id, self)
add_to_group("game")

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[gd_scene load_steps=2 format=2]
[ext_resource path="res://globals/bg_snd.gd" type="Script" id=1]
[node name="bg_snd" type="Control"]
anchor_left = 0.0
anchor_top = 0.0
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 40.0
margin_bottom = 40.0
rect_pivot_offset = Vector2( 0, 0 )
rect_clip_content = false
mouse_filter = 0
mouse_default_cursor_shape = 0
size_flags_horizontal = 2
size_flags_vertical = 2
script = ExtResource( 1 )
global_id = "bg_snd"
[node name="stream" type="AudioStreamPlayer" parent="." index="0"]
stream = null
volume_db = 0.0
pitch_scale = 1.0
autoplay = false
mix_target = 0
bus = "SFX"

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device/globals/camera.gd Normal file
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extends Camera2D
onready var tween = $"tween"
var default_limits = {} # This does not change once set
var speed = 0
var target
var target_pos
var zoom_time
var zoom_target
# This is needed to adjust dialog positions and such, see dialog_instance.gd
var zoom_transform
func set_limits(kwargs=null):
if not kwargs:
kwargs = {
"limit_left": -10000,
"limit_right": 10000,
"limit_top": -10000,
"limit_bottom": 10000,
"set_default": false,
}
print_stack()
self.limit_left = kwargs["limit_left"]
self.limit_right = kwargs["limit_right"]
self.limit_top = kwargs["limit_top"]
self.limit_bottom = kwargs["limit_bottom"]
if "set_default" in kwargs and kwargs["set_default"] and not default_limits:
default_limits = kwargs
func resolve_target_pos():
if typeof(target) == TYPE_VECTOR2:
target_pos = target
elif typeof(target) == TYPE_ARRAY:
var count = 0
for obj in target:
target_pos += obj.get_camera_pos()
count += 1
# Let the error in if an empty array was passed (divzero)
target_pos = target_pos / count
else:
target_pos = target.get_camera_pos()
return target_pos
func set_drag_margin_enabled(p_dm_h_enabled, p_dm_v_enabled):
self.drag_margin_h_enabled = p_dm_h_enabled
self.drag_margin_v_enabled = p_dm_v_enabled
func set_target(p_speed, p_target):
speed = p_speed
target = p_target
resolve_target_pos()
if speed == 0:
self.global_position = target_pos
else:
var time = self.global_position.distance_to(target_pos) / speed
if tween.is_active():
var tweenstat = String(tween.tell()) + "/" + String(tween.get_runtime())
vm.report_warnings("camera", ["Tween still active running camera_set_target: " + tweenstat])
tween.emit_signal("tween_completed")
tween.interpolate_property(self, "global_position", self.global_position, target_pos, time, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
func set_camera_zoom(p_zoom_level, p_time):
if p_zoom_level <= 0.0:
vm.report_errors("camera", ["Tried to set negative or zero zoom level"])
zoom_time = p_time
zoom_target = Vector2(1, 1) * p_zoom_level
if zoom_time == 0:
self.zoom = zoom_target
else:
if tween.is_active():
var tweenstat = String(tween.tell()) + "/" + String(tween.get_runtime())
vm.report_warnings("camera", ["Tween still active running camera_set_zoom: " + tweenstat])
tween.emit_signal("tween_completed")
tween.interpolate_property(self, "zoom", self.zoom, zoom_target, zoom_time, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
func push(p_target, p_time, p_type):
var time = float(p_time)
var type = "TRANS_" + p_type
target = p_target
var camera_pos
var camera_pos_coords
if target.has_node("camera_pos"):
camera_pos = target.get_node("camera_pos")
camera_pos_coords = camera_pos.global_position
else:
camera_pos_coords = target.global_position
if time == 0:
self.global_position = camera_pos_coords
if camera_pos and camera_pos is Camera2D:
self.zoom = camera_pos.zoom
else:
if tween.is_active():
var tweenstat = String(tween.tell()) + "/" + String(tween.get_runtime())
vm.report_warnings("camera", ["Tween still active running camera_push: " + tweenstat])
tween.emit_signal("tween_completed")
if camera_pos and camera_pos is Camera2D:
tween.interpolate_property(self, "zoom", self.zoom, camera_pos.zoom, time, tween.get(type), Tween.EASE_IN_OUT)
tween.interpolate_property(self, "global_position", self.global_position, camera_pos_coords, time, tween.get(type), Tween.EASE_IN_OUT)
tween.start()
func shift(p_x, p_y, p_time, p_type):
var x = int(p_x)
var y = int(p_y)
var time = float(p_time)
var type = "TRANS_" + p_type
var new_pos = self.global_position + Vector2(x, y)
target = new_pos
if tween.is_active():
var tweenstat = String(tween.tell()) + "/" + String(tween.get_runtime())
vm.report_warnings("camera", ["Tween still active running camera_shift: " + tweenstat])
tween.emit_signal("tween_completed")
tween.interpolate_property(self, "global_position", self.global_position, new_pos, time, tween.get(type), Tween.EASE_IN_OUT)
tween.start()
func target_reached(_obj=null, _key=null):
tween.stop_all()
func _process(_delta):
zoom_transform = self.get_canvas_transform()
if target and not tween.is_active():
if typeof(target) == TYPE_VECTOR2 or typeof(target) == TYPE_ARRAY:
self.global_position = resolve_target_pos()
elif "moved" in target and target.moved:
self.global_position = resolve_target_pos()
func _ready():
# Init some kind of target if there is none
if not target:
target = vm.get_object("player")
if not target:
target = Vector2(0, 0)
tween.connect("tween_completed", self, "target_reached")

34
device/globals/credits.gd Normal file
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extends Control
func close():
main.menu_close(self)
queue_free()
func menu_collapsed():
close()
func input(event):
if event.is_action("menu_request") && event.is_pressed() && !event.is_echo():
close()
func back_pressed():
close()
func _find_menu_buttons(node=self):
for c in node.get_children():
if c is preload("res://ui/menu_button.gd") or c is preload("res://ui/menu_texturebutton.gd"):
var sighandler_name = c.name + "_pressed"
c.connect("pressed", self, sighandler_name)
else:
_find_menu_buttons(c)
func _ready():
_find_menu_buttons()
add_to_group("ui")
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "ui", "language_changed")
main.menu_open(self)

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extends ResourcePreloader
func start(params, level):
var type
if params.size() < 2 || !has_resource(params[1]):
type = "default"
else:
type = params[1]
type = type + ProjectSettings.get_setting("escoria/platform/dialog_type_suffix")
printt("******* instancing dialog ", type)
var type_resource = get_resource(type)
# De-instantiated in dialog_dialog.gd stop() and game_cleared()
var inst = type_resource.instance()
get_parent().add_child(inst)
# check the type and instance it here?
inst.call_deferred("start", params, level)
func _ready():
add_to_group("dialog_dialog")

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extends Control
export(bool) var use_mouse_enter_shadow = true
export(bool) var use_mouse_exit_shadow = true
export(Color) var mouse_enter_color = Color(1, 1, 1)
export(Color) var mouse_enter_shadow_color = Color(0.6, 0.4, 0)
export(Color) var mouse_exit_color = Color(1, 1, 1)
export(Color) var mouse_exit_shadow_color = Color(1, 1, 1)
var cmd
var container
var context
var item
var animation
var ready = false
var option_selected
var timer
var timer_timeout = 0
var timeout_option = 0
func selected(n):
if !ready:
return
option_selected = n
animation.play("hide")
ready = false
if timer != null:
timer.stop()
animation.set_speed(1)
func timer_timed_out():
selected(timeout_option)
# called from global_vm.gd::dialog() function
func start(params, p_context):
printt("dialog start with params ", params.size())
context = p_context
cmd = params[0]
var i = 0
for q in cmd:
if !vm.test(q):
i+=1
continue
var it = item.duplicate()
var but = it.get_node("button")
var label = but.get_node("label")
var force_ids = ProjectSettings.get_setting("escoria/platform/force_text_ids")
var tag_untranslated = ProjectSettings.get_setting("escoria/debug/tag_untranslated_strings")
var text = q.params[0]
var sep = text.find(":\"")
if sep > 0:
var tid = text.substr(0, sep)
text = text.substr(sep + 2, text.length() - (sep + 2))
if TranslationServer.get_locale() != ProjectSettings.get_setting("escoria/platform/development_lang"):
var ptext = TranslationServer.translate(tid)
# An untranslated string comes back as it was, so we must tag it as not translated
if ptext != tid and ptext != text:
text = ptext
elif tag_untranslated:
text = "(NOT TRANSLATED)\n\n" + text
elif force_ids:
vm.report_errors("dialog_dialog", ["Missing text_id for string '" + text + "'"])
text = "(no id) " + text
if label is RichTextLabel and label.bbcode_enabled:
label.bbcode_text = text
else:
label.text = text
but.connect("pressed", self, "selected", [i])
label.connect("mouse_entered", self, "_on_mouse_enter", [label])
label.connect("mouse_exited", self, "_on_mouse_exit", [label])
var height_ratio = ProjectSettings.get_setting("escoria/platform/dialog_option_height")
var size = it.get_custom_minimum_size()
size.y = size.y * height_ratio
it.set_custom_minimum_size(size)
container.add_child(it)
if i == 0:
but.grab_focus()
i+=1
_on_mouse_exit(label)
if has_node("wrapper/avatars"):
var avatar = "default"
if params.size() >= 3:
avatar = params[2]
var avatars = get_node("wrapper/avatars")
for i in range(avatars.get_child_count()):
var c = avatars.get_child(i)
if c.get_name() == avatar:
c.show()
else:
c.hide()
timer_timeout = 0
timeout_option = 0
if params.size() >= 4:
timer_timeout = float(params[3])
if params.size() >= 5:
timeout_option = int(params[4])
if timer_timeout > 0:
printt("********* dialog has timeout", timer_timeout, timeout_option)
timer = Timer.new()
add_child(timer)
timer.set_one_shot(true)
timer.set_wait_time(timer_timeout)
timer.connect("timeout", self, "timer_timed_out")
#timer.start()
ready = false
animation.play("show")
animation.seek(0, true)
func _on_mouse_enter(label):
label.set("custom_colors/default_color", mouse_enter_color)
if use_mouse_enter_shadow:
label.set("custom_colors/font_color_shadow", mouse_enter_shadow_color)
func _on_mouse_exit(label):
label.set("custom_colors/default_color", mouse_exit_color)
if use_mouse_exit_shadow:
label.set("custom_colors/font_color_shadow", mouse_exit_shadow_color)
func stop():
hide()
while container.get_child_count() > 0:
var c = container.get_child(0)
container.remove_child(c)
c.free()
vm.request_autosave()
queue_free()
func game_cleared():
queue_free()
func anim_finished(anim_name):
if anim_name == "show":
ready = true
if timer_timeout > 0:
timer.start()
if animation.has_animation("timer"):
animation.set_current_animation("timer")
var length = animation.get_current_animation_length()
animation.set_speed(length / timer_timeout)
animation.play()
if anim_name == "hide":
vm.finished(context)
var ev_level = cmd[option_selected].params[1]
var ev = vm.compiler.EscoriaEvent.new("dialog_choice_done", ev_level, [])
vm.add_level(ev, false)
stop()
func _ready():
printt("dialog ready")
hide()
container = get_node("wrapper/margin/scroll/container")
container.set_mouse_filter(MOUSE_FILTER_PASS)
add_to_group("dialog_dialog")
item = get_node("item")
item.get_node("button/label").set_mouse_filter(MOUSE_FILTER_PASS)
item.get_node("button").set_mouse_filter(MOUSE_FILTER_PASS)
item.set_mouse_filter(MOUSE_FILTER_PASS)
call_deferred("remove_child", item)
animation = get_node("animation")
animation.connect("animation_finished", self, "anim_finished")
add_to_group("game")

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extends Node2D
var animation
var context
var text
var elapsed = 0
var total_time
var character
export var typewriter_text = true
export var characters_per_second = 45.0
var force_disable_typewriter_text = ProjectSettings.get_setting("escoria/platform/force_disable_typewriter_text")
var finished = false
var play_intro = true
var play_outro = true
var label
var text_done = false
var text_timeout_seconds = ProjectSettings.get_setting("escoria/application/text_timeout_seconds")
var speech_stream
var speech_player
var speech_suffix
var speech_paused = false
var dialog_pos # The designated position
var pos # The transformed position
var prev_pos # Check this to see if `character` moved and reposition
var dialog_min_vis = ProjectSettings.get_setting("escoria/application/dialog_minimum_visible_seconds")
var damp_db = ProjectSettings.get_setting("escoria/application/dialog_damp_music_by_db")
onready var bg_music = $"/root/main/layers/telon/bg_music/stream"
export var fixed_pos = false
func _process(time):
if finished:
return
if not fixed_pos:
dialog_pos = character.get_dialog_pos()
pos = vm.camera.zoom_transform.xform(dialog_pos)
if prev_pos != pos:
set_position(pos)
prev_pos = pos
if force_disable_typewriter_text or !typewriter_text:
label.set_visible_characters(label.get_total_character_count())
text_done = true
elapsed += time
# For eg. a short fallback dialog, leave the text for it visible. The player
# will be able to skip it anyway.
if dialog_min_vis and elapsed < dialog_min_vis:
return
if !text_done:
if elapsed >= total_time:
label.set_visible_characters(label.get_total_character_count())
text_done = true
return
else:
label.set_visible_characters(text.length() * elapsed / (total_time))
pass
if text_done && !vm.settings.skip_dialog:
finish()
return
if elapsed > text_timeout_seconds and (!speech_player or !speech_player.is_playing()):
finish()
return
if vm.settings.skip_dialog && speech_stream != null && !speech_player.is_playing() && text_done:
finish()
return
func skipped():
if finished:
return
if elapsed < total_time:
elapsed = total_time
else:
finish()
func finish():
character.set_speaking(false)
set_process(false)
finished = true
if bg_music.is_playing():
bg_music.volume_db += damp_db
if animation and play_outro:
if animation.has_animation("hide"):
animation.play("hide")
elif not animation:
_queue_free()
func _clamp(p_dialog_pos):
var width = float(ProjectSettings.get("display/window/size/width"))
var height = float(ProjectSettings.get("display/window/size/height"))
var my_size = $"anchor/text".get_size()
var center_offset = my_size.x / 2
var dist_from_right = width - (p_dialog_pos.x + center_offset)
var dist_from_left = p_dialog_pos.x - center_offset
var dist_from_bottom = height - (p_dialog_pos.y + my_size.y)
var dist_from_top = p_dialog_pos.y - my_size.y
if dist_from_right < 0:
p_dialog_pos.x += dist_from_right
if dist_from_left < 0:
p_dialog_pos.x -= dist_from_left
if dist_from_bottom < 0:
p_dialog_pos.y += dist_from_bottom
if dist_from_top < 0:
p_dialog_pos.y -= dist_from_top
return p_dialog_pos
func init(p_params, p_context, p_intro, p_outro):
character = vm.get_object(p_params[0])
context = p_context
text = p_params[1]
var force_ids = ProjectSettings.get_setting("escoria/platform/force_text_ids")
var tag_untranslated = ProjectSettings.get_setting("escoria/debug/tag_untranslated_strings")
var sep = text.find(":\"")
var text_id = null
if sep > 0:
text_id = text.substr(0, sep)
text = text.substr(sep + 2, text.length() - (sep + 2))
if TranslationServer.get_locale() != ProjectSettings.get_setting("escoria/platform/development_lang"):
var ptext = TranslationServer.translate(text_id)
# An untranslated string comes back as it was, so we must tag it as not translated
if ptext != text_id and ptext != text:
text = ptext
elif tag_untranslated:
text = "(NOT TRANSLATED)\n\n" + text
elif force_ids:
vm.report_errors("dialog_instance", ["Missing text_id for string '" + text + "'"])
text = "(no id) " + text
# This BBCode may be the only way to center text for a RichTextLabel
if ProjectSettings.get_setting("escoria/platform/dialog_force_centered"):
text = "[center]" + text + "[/center]"
play_intro = p_intro
play_outro = p_outro
total_time = text.length() / characters_per_second
if !fixed_pos:
dialog_pos = character.get_dialog_pos()
pos = vm.camera.zoom_transform.xform(dialog_pos)
set_position(pos)
prev_pos = pos
if has_node("anchor/avatars"):
var avatars = get_node("anchor/avatars")
if avatars.get_child_count() > 0:
var name
if p_params.size() < 4:
name = avatars.get_child(0).get_name()
else:
name = p_params[3]
for i in range(0, avatars.get_child_count()):
var c = avatars.get_child(i)
if c.get_name() == name:
c.show()
else:
c.hide()
character.set_speaking(true)
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "set_mode", "dialog")
if animation and play_intro:
if animation.has_animation("show"):
animation.play("show")
animation.seek(0, true)
else:
show()
set_process(true)
else:
show()
set_process(true)
if character.dialog_color:
label["custom_colors/default_color"] = character.dialog_color
label.bbcode_enabled = true
var parsed_ok = label.parse_bbcode(text)
if parsed_ok != OK:
vm.report_errors("dialog_instance", ["Label failed parsing bbcode: " + text])
label.bbcode_text = "\n" + text
label.set_visible_characters(0) # This length is always adjusted later
set_z_index(1)
setup_speech(text_id)
func setup_speech(tid):
if tid == null || tid == "":
return
if !vm.settings.speech_enabled:
return
var use_binaural = ProjectSettings.get_setting("escoria/application/binaural_speech")
var speech_path = ProjectSettings.get_setting("escoria/application/speech_path")
var fname = speech_path + vm.settings.voice_lang + "/" + tid + speech_suffix
printt(" ** loading speech ", fname)
speech_stream = load(fname)
if !speech_stream:
printt("*** unable to load speech stream ", fname)
return
speech_stream.set_loop(false)
if use_binaural:
speech_player = AudioStreamPlayer2D.new()
else:
speech_player = AudioStreamPlayer.new()
speech_player.set_name("speech_player_" + character.global_id if "global_id" in character else "player")
speech_player.bus = "Speech"
if use_binaural:
character.add_child(speech_player)
else:
add_child(speech_player)
speech_player.set_stream(speech_stream)
speech_player.volume_db = vm.settings.voice_volume * ProjectSettings.get_setting("escoria/application/max_voice_volume")
if bg_music.is_playing():
bg_music.volume_db -= damp_db
speech_player.play()
# XXX: For whatever reason the AudioStreamPlayer2D does not appear to be playing, but it actually is
if not use_binaural and not speech_player.is_playing():
print(" *** not playing? :(")
# error?
speech_stream = null
speech_player.free()
return
#total_time = speech_stream.get_length() * 0.8 + 1.5
#printt("total time ", total_time, speech_stream.get_length())
func game_paused(p_pause):
if speech_stream == null || speech_player == null:
return
if p_pause:
if speech_player.is_playing():
speech_player.set_paused(true)
speech_paused = true
else:
if speech_paused:
speech_player.set_paused(false)
func _queue_free():
if speech_player != null:
speech_player.free()
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "set_mode", "default")
vm.finished(context)
queue_free()
#warning-ignore:unused_argument
func anim_finished(anim_name):
# TODO use the parameter here?
var cur = animation.get_current_animation()
if cur == "show":
set_process(true)
if cur == "hide":
_queue_free()
func set_position(p_pos):
.set_position(_clamp(p_pos))
func _ready():
var conn_err
speech_suffix = ProjectSettings.get_setting("escoria/application/speech_suffix")
add_to_group("events")
if has_node("animation"):
animation = $"animation"
conn_err = animation.connect("animation_finished", self, "anim_finished")
if conn_err:
vm.report_errors("dialog_instance", ["animation_finished -> anim_finished error: " + String(conn_err)])
label = get_node("anchor/text")
# Ensure a supported speech locale has been set, or not set if no speech is desired
var speech_locales_path = ProjectSettings.get_setting("escoria/application/speech_locales_path")
if speech_locales_path:
var speech_locales_def = load(speech_locales_path).new()
if not vm.settings.voice_lang in speech_locales_def.speech_locales:
vm.report_errors("dialog_instance", ["Settings voice_lang not in defined speech locales: " + vm.settings.voice_lang])
conn_err = vm.connect("paused", self, "game_paused")
if conn_err:
vm.report_errors("dialog_instance", ["paused -> game_paused error: " + String(conn_err)])

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extends ResourcePreloader
var types = {}
func say(params, callback):
var character = vm.get_object(params[0])
var type
if params.size() < 3 || !has_resource(params[2]):
type = "default"
else:
type = params[2]
# Zooming will also affect the type. But account for the fact floats are actual floats and hard to compare.
var zoom_diff = abs(vm.camera.zoom.x - $"/root/scene".default_zoom)
var need_zoomed = round(zoom_diff) > 0
# Check if we have an inventory, because it might affect dialog positioning
if (vm.inventory and vm.inventory.blocks_tooltip()) or need_zoomed:
type = "bottom"
# Same for a hidden character
elif not character.visible:
type = "bottom"
type = type + ProjectSettings.get_setting("escoria/platform/dialog_type_suffix")
# De-instantiated in dialog_instance.gd _queue_free()
var inst = get_resource(type).instance()
var z = inst.get_z_index()
if (vm.inventory and vm.inventory.blocks_tooltip()) or need_zoomed:
inst.fixed_pos = true
elif not character.visible:
inst.fixed_pos = true
$"/root/scene/game/dialog_layer".add_child(inst)
var intro = true
var outro = true
if type in types:
intro = types[type][0]
outro = types[type][1]
inst.init(params, callback, intro, outro)
inst.set_z_index(z)
func config(params):
types[params[0]] = [params[1], params[2]]
func _ready():
add_to_group("dialog")

7
device/globals/errors.gd Normal file
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func dialog_confirmed():
queue_free()
func _ready():
connect("confirmed", self, "dialog_confirmed")

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class EscoriaEvent:
var ev_name
var ev_level
var ev_flags
func _init(p_name, p_level, p_flags):
ev_name = p_name
ev_level = p_level
ev_flags = p_flags
var commands = {
"set_global": { "min_args": 2, "types": [TYPE_STRING, TYPE_STRING] },
"dec_global": { "min_args": 2, "types": [TYPE_STRING, TYPE_INT] },
"inc_global": { "min_args": 2, "types": [TYPE_STRING, TYPE_INT] },
"set_globals": { "min_args": 2, "types": [TYPE_STRING, TYPE_BOOL] },
"accept_input": { "min_args": 1, "types": [TYPE_STRING] },
"debug": { "min_args": 1 },
"anim": { "min_args": 2, "types": [TYPE_STRING, TYPE_STRING, TYPE_BOOL, TYPE_BOOL, TYPE_BOOL] },
"play_snd": { "min_args": 2, "types": [TYPE_STRING, TYPE_STRING, TYPE_BOOL] },
"set_state": { "min_args": 2 },
"set_hud_visible": { "min_args": 1, "types": [TYPE_BOOL]},
"say": { "min_args": 2 },
"?": { "alias": "dialog"},
"!": { "alias": "end_dialog", "min_args": 0 },
"cut_scene": { "min_args": 2, "types": [TYPE_STRING, TYPE_STRING, TYPE_BOOL, TYPE_BOOL, TYPE_BOOL] },
">": { "alias": "branch"},
"inventory_add": { "min_args": 1 },
"inventory_remove": { "min_args": 1 },
"inventory_open": { "min_args": 1, "types": [TYPE_BOOL] },
"set_active": { "min_args": 2, "types": [TYPE_STRING, TYPE_BOOL] },
"set_interactive": { "min_args": 2, "types": [TYPE_STRING, TYPE_BOOL] },
"stop": true,
"repeat": true,
"wait": true,
"set_speed": { "min_args": 2, "types": [TYPE_STRING, TYPE_INT] },
"teleport": { "min_args": 2, "types": [TYPE_STRING, TYPE_STRING, TYPE_INT] },
"teleport_pos": { "min_args": 3 },
"slide": { "min_args": 2 },
"slide_block": { "min_args": 2 },
"walk": { "min_args": 2 },
"walk_block": { "min_args": 2 },
"turn_to": { "min_args": 2 },
"set_angle": { "min_args": 2 },
"change_scene": { "min_args": 1, "types": [TYPE_STRING, TYPE_BOOL] },
"spawn": { "min_args": 1 },
"%": { "alias": "label", "min_args": 1},
"jump": { "min_args": 1 },
"dialog_config": { "min_args": 3, "types": [TYPE_STRING, TYPE_BOOL, TYPE_BOOL] },
"sched_event": { "min_args": 3, "types": [TYPE_REAL, TYPE_STRING, TYPE_STRING] },
"custom": { "min_args": 2, "types": [TYPE_STRING, TYPE_STRING] },
"camera_set_drag_margin_enabled": { "min_args": 2, "types": [TYPE_BOOL, TYPE_BOOL] },
"camera_set_target": { "min_args": 1, "types": [TYPE_REAL] },
"camera_set_pos": { "min_args": 3, "types": [TYPE_REAL, TYPE_INT, TYPE_INT] },
"camera_set_zoom": { "min_args": 1, "types": [TYPE_REAL] },
"camera_set_zoom_height": { "min_args": 1, "types": [TYPE_INT] },
"camera_push": { "min_args": 1, "types": [TYPE_STRING] },
"camera_shift": { "min_args": 2, "types": [TYPE_INT, TYPE_INT] },
"autosave": { "min_args": 0 },
"queue_resource": { "min_args": 1, "types": [TYPE_STRING, TYPE_BOOL] },
"queue_animation": { "min_args": 2, "types": [TYPE_STRING, TYPE_STRING, TYPE_BOOL] },
"game_over": { "min_args": 1, "types": [TYPE_BOOL] },
}
func check_command(cmd, state, errors):
if !(cmd.name in commands):
errors.push_back("line "+str(state.line_count)+": command "+cmd.name+" not valid.")
return false
var cmd_data = commands[cmd.name]
if typeof(cmd_data) == TYPE_BOOL:
return true
if "alias" in cmd_data:
cmd.name = cmd_data.alias
if "min_args" in cmd_data:
if cmd.params.size() < cmd_data.min_args:
errors.push_back("line "+str(state.line_count)+": command "+cmd.name+" takes "+str(cmd_data.min_args)+" parameters ("+str(cmd.params.size())+" were given).")
return false
var ret = true
if "types" in cmd_data:
var i = 0
for t in cmd_data.types:
if i >= cmd.params.size():
break
if t == TYPE_BOOL:
if cmd.params[i] == "true":
cmd.params[i] = true
elif cmd.params[i] == "false":
cmd.params[i] = false
else:
errors.push_back("line " + str(state.line_count) + ": Invalid parameter " + cmd.params[i] + " for command " + cmd.name + ". Must be 'true' or 'false'.")
ret = false
if t == TYPE_INT:
if not cmd.params[i].is_valid_integer():
errors.push_back("line " + str(state.line_count) + ": Invalid parameter " + cmd.params[i] + " for command " + cmd.name + ". Expected integer.")
cmd.params[i] = int(cmd.params[i])
if t == TYPE_REAL:
if not cmd.params[i].is_valid_float():
errors.push_back("line " + str(state.line_count) + ": Invalid parameter " + cmd.params[i] + " for command " + cmd.name + ". Expected float.")
cmd.params[i] = float(cmd.params[i])
i+=1
return ret
func read_line(state):
while true:
if _eof_reached(state.file):
state.line = null
return
else:
state.line = _get_line(state.file)
state.line_count += 1
if !is_comment(state.line):
return
func is_comment(line):
for i in range(0, line.length()):
var c = line[i]
if c == "#":
return true
if c != " " && c != "\t":
return false
return true
func get_indent(line):
for i in range(0, line.length()):
if line[i] != " " && line[i] != "\t":
return i
func is_event(line):
var trimmed = trim(line)
if trimmed.find(":") == 0:
return trimmed.substr(1, trimmed.length()-1)
return false
func is_flags(tk):
var trimmed = trim(tk)
if trimmed.find("[") == 0 && trimmed.find("]") == trimmed.length()-1:
return true
return false
func add_level(state, level, errors):
read_line(state)
while typeof(state.line) != typeof(null):
if is_event(state.line):
return
var ind_level = get_indent(state.line)
if ind_level < state.indent:
return
if ind_level > state.indent:
errors.push_back("line "+str(state.line_count)+": invalid indentation for group")
read_line(state)
continue
read_cmd(state, level, errors)
func add_dialog(state, level, errors):
read_line(state)
while typeof(state.line) != typeof(null):
if is_event(state.line):
return
var ind_level = get_indent(state.line)
if ind_level < state.indent:
return
if ind_level > state.indent:
errors.push_back("line "+str(state.line_count)+": invalid indentation for dialog")
read_line(state)
continue
read_dialog_option(state, level, errors)
func get_token(line, p_from, line_count, errors):
while p_from < line.length():
if line[p_from] == " " || line[p_from] == "\t":
p_from += 1
else:
break
if p_from >= line.length():
return -1
var tk_end
if line[p_from] == "[":
tk_end = line.find("]", p_from)
if tk_end == -1:
errors.push_back("line "+str(line_count)+": unterminated flags")
tk_end += 1
elif line[p_from] == "\"":
tk_end = line.find("\"", p_from+1)
if tk_end == -1:
errors.push_back("line "+str(line_count)+": unterminated quotes, line '"+line+"'")
else:
tk_end = p_from
while tk_end < line.length():
if line[tk_end] == ":":
var ntk = get_token(line, tk_end+1, line_count, errors)
tk_end = ntk
break
if line[tk_end] == " " || line[tk_end] == "\t":
break
tk_end += 1
return tk_end
func trim(p_str):
while p_str.length() && (p_str[0] == " " || p_str[0] == "\t"):
p_str = p_str.substr(1, p_str.length()-1)
while p_str.length() && p_str[p_str.length()-1] == " " || p_str[p_str.length()-1] == "\t":
p_str = p_str.substr(0, p_str.length()-1)
if p_str[0] == "\"":
p_str = p_str.substr(1, p_str.length()-1)
if p_str[p_str.length()-1] == "\"":
p_str = p_str.substr(0, p_str.length()-1)
return p_str
func parse_flags(p_flags, flags_list, ifs):
var from = 1
while true:
var next = p_flags.find(",", from)
var flag
if next == -1:
flag = p_flags.substr(from, (p_flags.length()-1) - from)
else:
flag = p_flags.substr(from, next - from)
flag = trim(flag)
var list = []
if flag[0] == "!":
list.push_back(true)
flag = trim(flag.substr(1, flag.length()-1))
if flag.find("inv-") == 0:
ifs["if_not_inv"].push_back(trim(flag).substr(4, flag.length()-1))
elif flag.find("a/") == 0:
ifs["if_not_active"].push_back(trim(flag).substr(2, flag.length() - 1))
elif flag.substr(0, 3) in ["eq ", "gt ", "lt "]:
var elems = flag.split(" ", true, 2)
var comparison = "ne" if elems[0] == "eq" else "le" if elems[0] == "gt" else "ge"
ifs["if_" + comparison].push_back([elems[1], elems[2]])
else:
ifs["if_false"].push_back(trim(flag))
else:
list.push_back(false)
if flag.find("inv-") == 0:
ifs["if_inv"].push_back(trim(flag).substr(4, flag.length()-1))
elif flag.find("a/") == 0:
ifs["if_active"].push_back(trim(flag).substr(2, flag.length() - 1))
elif flag.substr(0, 3) in ["eq ", "gt ", "lt "]:
var elems = flag.split(" ", true, 2)
ifs["if_" + elems[0]].push_back([elems[1], elems[2]])
else:
ifs["if_true"].push_back(trim(flag))
if flag.find(":") >= 0:
var pos = flag.substr(0, flag.find(":"))
var inv = flag.substr(0, pos)
inv = trim(inv)
list.push_back(inv)
flag = flag.substr(pos, flag.length() - pos)
elif flag.find("inv-") == 0:
flag = trim(flag).substr(4, flag.length()-1)
list.push_back("i")
else:
list.push_back("g")
list.push_back(trim(flag))
# printt("adding flag ", list)
flags_list.push_back(list)
if next == -1:
return
from = next+1
func read_dialog_option(state, level, errors):
var tk_end = get_token(state.line, 0, state.line_count, errors)
var tk = trim(state.line.substr(0, tk_end))
if tk != "*" && tk != "-":
errors.append("line "+str(state.line_count)+": Ivalid dialog option")
read_line(state)
return
# Remove inline comments
var comment_idx = state.line.find("#")
if comment_idx > -1:
state.line = state.line.substr(0, comment_idx)
tk_end += 1
# var c_start = state.line.find("\"", 0)
var c_end = state.line.find_last("\"")
var q_end = state.line.find("[", c_end)
var q_flags = null
#printt("flags before", q_flags)
if q_end == -1:
q_end = state.line.length()
else:
var f_end = state.line.find("]", q_end)
if f_end == -1:
errors.append("line "+str(state.line_count)+": unterminated flags")
else:
f_end += 1
q_flags = state.line.substr(q_end, f_end - q_end)
var question = trim(state.line.substr(tk_end, q_end - tk_end))
var cmd = { "name": "*", "params": [question, []] }
if q_flags:
var ifs = {
"if_true": [], "if_false": [], "if_inv": [], "if_not_inv": [],
"if_active": [], "if_not_active": [],
"if_eq": [], "if_ne": [], # string and integer comparison
"if_gt": [], "if_ge": [], "if_lt": [], "if_le": [] # integer comparison
}
var flag_list = []
parse_flags(q_flags, flag_list, ifs)
for key in ifs:
if ifs[key].size():
cmd[key] = ifs[key]
if flag_list.size():
cmd.flags = flag_list
state.indent += 1
add_level(state, cmd.params[1], errors)
state.indent -= 1
level.push_back(cmd)
func read_cmd(state, level, errors):
var params = []
var from = 0
var tk_end = get_token(state.line, from, state.line_count, errors)
var ifs = {
"if_true": [], "if_false": [], "if_inv": [], "if_not_inv": [],
"if_active": [], "if_not_active": [],
"if_eq": [], "if_ne": [], # string and integer comparison
"if_gt": [], "if_ge": [], "if_lt": [], "if_le": [] # integer comparison
}
var flags = []
while tk_end != -1:
var tk = trim(state.line.substr(from, tk_end - from))
from = tk_end + 1
if is_flags(tk):
parse_flags(tk, flags, ifs)
else:
params.push_back(tk)
tk_end = get_token(state.line, from, state.line_count, errors)
if params.size() == 0:
errors.append("line "+str(state.line_count)+": Invalid command.")
read_line(state)
return
var cmd = {"name": params[0]}
if params[0] == ">":
cmd.params = []
state.indent += 1
add_level(state, cmd.params, errors)
state.indent -= 1
elif params[0] == "?":
params.remove(0)
var dialog_params = []
state.indent += 1
add_dialog(state, dialog_params, errors)
cmd.params = params
cmd.params.insert(0, dialog_params)
state.indent -= 1
elif params[0] == "*":
errors.push_back("line "+str(state.line_count)+": Invalid command: dialog option outside dialog")
read_line(state)
return
else:
params.remove(0)
# Remove inline comments
var comment_idx = params.find("#")
if comment_idx > -1:
params.resize(comment_idx)
cmd.params = params
read_line(state)
for key in ifs:
if ifs[key].size():
cmd[key] = ifs[key]
if flags.size():
cmd.flags = flags
var valid = check_command(cmd, state, errors)
if valid:
level.push_back(cmd)
func read_events(f, ret, errors):
var state = { "file": f, "line": _get_line(f), "indent": 0, "line_count": 0 }
while typeof(state.line) != typeof(null):
if is_comment(state.line):
read_line(state)
continue
var ev = is_event(state.line)
if typeof(ev) != typeof(null):
var level = []
var abort = add_level(state, level, errors)
var ev_flags = []
if "|" in ev:
var ev_split = ev.split("|", true, 1)
ev = ev_split[0]
ev = ev.strip_edges()
if ev_split.size() > 1:
ev_split[1] = ev_split[1].strip_edges()
ev_flags = ev_split[1].split(" ")
ret[ev] = EscoriaEvent.new(ev, level, Array(ev_flags))
if abort:
return abort
func _get_line(f):
if typeof(f) == typeof({}):
if f.line >= f.lines.size():
return null
var line = f.lines[f.line]
f.line += 1
#printt("reading line ", line)
return line
else:
return f.get_line()
func _eof_reached(f):
if typeof(f) == typeof({}):
return f.line >= f.lines.size()
else:
return f.eof_reached()
func compile_str(p_str, errors):
var f = { "line": 0, "lines": p_str.split("\n") }
#printt("esc compile str ", f)
var ret = {}
read_events(f, ret, errors)
#printt("returning ", p_fname, ret)
return ret
func compile(p_fname, errors):
var f = File.new()
f.open(p_fname, File.READ)
if !f.is_open():
return {}
var ret = {}
read_events(f, ret, errors)
#printt("returning ", p_fname, ret)
return ret

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extends Node
const ACTION_MENU = preload("res://globals/action_menu.gd")
const INTERACTIVE = preload("res://globals/interactive.gd")
const INVENTORY = preload("res://globals/inventory.gd")
var ITEM = load("res://globals/item.gd")
const NPC = preload("res://globals/npc.gd")
const TRIGGER = preload("res://globals/trigger.gd")
var EXIT = load("res://globals/exit.gd")
const BACKGROUND = preload("res://globals/background.gd")
const PLAYER = preload("res://globals/player.gd")
const SCENE = preload("res://globals/scene.gd")
const TARGET = preload("res://globals/target.gd")
const TOOLTIP = preload("res://globals/tooltip.gd")

16
device/globals/exit.gd Normal file
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extends "res://globals/trigger.gd"
func body_entered(body):
# Entering an exit node runs the `:exit_scene` event
if body is esc_type.PLAYER:
if self.visible:
run_event("exit_scene")
func body_exited(_body):
# Do nothing when exiting an exit node. Usually this code should not be hit.
return
func _ready():
if not "exit_scene" in event_table:
vm.report_errors("exit", [":exit_scene missing for " + self.name])

790
device/globals/game.gd Normal file
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extends Node
var player
var mode = "default"
export(String,FILE) var fallbacks_path = ""
export var inventory_enabled = true setget set_inventory_enabled
var fallbacks
var check_joystick = false
var joystick_mode = false
var min_interact_dist = 50*50
var last_obj = null
export var drag_margin_left = 0.2
export var drag_margin_top = 0.2
export var drag_margin_right = 0.2
export var drag_margin_bottom = 0.2
var click
var click_anim
var default_obj_action
var obj_action_req_dblc
var camera
export var camera_limits = Rect2()
var hud
var action_menu
func set_mode(p_mode):
mode = p_mode
func can_click():
# Check certain global state to see if an object could be clicked
if !vm.can_interact():
return false
if !player:
return false
if mode != "default":
return false
if vm.accept_input != vm.acceptable_inputs.INPUT_ALL:
return false
return true
func ev_left_click_on_bg(obj, pos, event):
printt(obj.name, "left-clicked at", pos, "with", event, can_click())
if not can_click():
return
if vm.action_menu:
vm.action_menu.stop()
# If it's possible to click outside the inventory, don't walk but only close it
if vm.inventory and vm.inventory.blocks_tooltip():
vm.inventory.close()
return
var walk_context = {"fast": event.doubleclick}
# Make it possible to abort an interaction before the player interacts
if player.interact_status == player.interact_statuses.INTERACT_WALKING:
# by overriding the interaction status
player.interact_status = player.interact_statuses.INTERACT_NONE
player.params_queue = null
player.walk_to(pos, walk_context)
return
if click:
click.set_position(pos)
if click_anim:
click_anim.play("click")
player.walk_to(pos, walk_context)
if vm.tooltip:
if not vm.current_tool:
vm.tooltip.hide()
func ev_left_click_on_trigger(obj, pos, event):
printt(obj.name, "left-clicked at", pos, "with", event, can_click())
if not can_click():
return
# Do not allow input on triggers/exits with inventory open
if vm.inventory and vm.inventory.blocks_tooltip():
return
if vm.action_menu and vm.action_menu.is_visible():
vm.action_menu.stop()
player.walk_to(pos)
func ev_left_dblclick_on_trigger(obj, pos, event):
printt(obj.name, "left-dblclicked at", pos, "with", event, can_click())
if not can_click():
return
if vm.action_menu and vm.action_menu.is_visible():
vm.action_menu.stop()
return
if obj.dblclick_teleport and obj.tooltip:
player.set_position(pos)
else:
player.walk_to(pos, {"fast": true})
func ev_left_click_on_item(obj, pos, event):
printt(obj.name, "left-clicked at", pos, "with", event, can_click())
if not can_click():
return
if vm.action_menu and obj.use_action_menu:
if !ProjectSettings.get_setting("escoria/ui/right_mouse_button_action_menu"):
spawn_action_menu(obj)
return
elif vm.action_menu.is_visible():
# XXX: Can't close action menu here or doubleclick would cause an action
if obj == vm.hover_object:
return
else:
vm.action_menu.stop()
if vm.inventory and vm.inventory.blocks_tooltip():
vm.inventory.close()
if vm.tooltip:
vm.tooltip.update()
return
# Many overlapping items can receive the click event,
# but only the topmost is really `clicked`
if not obj.clicked:
return
var walk_context = {"fast": event.doubleclick}
# Make it possible to abort an interaction before the player interacts
if player.interact_status == player.interact_statuses.INTERACT_WALKING:
# by overriding the interaction status
player.interact_status = player.interact_statuses.INTERACT_NONE
player.params_queue = null
player.walk_to(pos, walk_context)
return
var obj_action = obj.get_action()
var action = "walk"
# Start off by checking a non-doubleclick default action
if not obj_action_req_dblc:
if obj_action:
action = obj_action
elif default_obj_action:
action = default_obj_action
if click:
click.set_position(pos)
if click_anim:
click_anim.play("click")
if obj.has_method("get_interact_pos"):
pos = obj.get_interact_pos()
player.walk_to(pos, walk_context)
# XXX: Interacting with current_tool etc should be a signal
if action != "walk" or vm.current_action:
if vm.inventory and not vm.inventory.blocks_tooltip():
player.interact([obj, vm.current_action, vm.current_tool])
func ev_left_dblclick_on_item(obj, pos, event):
printt(obj.name, "left-dblclicked at", pos, "with", event, can_click())
if not can_click():
return
if vm.action_menu and vm.action_menu.is_visible():
vm.action_menu.stop()
return
var walk_context = {"fast": event.doubleclick}
# Make it possible to abort an interaction before the player interacts
if player.interact_status == player.interact_statuses.INTERACT_WALKING:
# by overriding the interaction status
player.interact_status = player.interact_statuses.INTERACT_NONE
player.params_queue = null
player.walk_to(pos, walk_context)
var action = "walk"
# Cannot use the object action if an action and tool is selected,
# because the event is probably not defined
var obj_action
if vm.current_action and vm.current_tool:
obj_action = vm.current_action
else:
obj_action = obj.get_action()
# See if there's a doubleclick default action
if obj_action_req_dblc:
if obj_action:
action = obj_action
elif default_obj_action:
action = default_obj_action
if click:
click.set_position(pos)
if click_anim:
click_anim.play("click")
if action != "walk":
# Resolve telekinesis
if action in obj.event_table:
if player.task == "walk":
player.walk_stop(player.get_position())
vm.clear_current_action()
player.interact([obj, action, vm.current_tool])
else:
player.walk_to(pos, walk_context)
func ev_right_click_on_item(obj, pos, event):
printt(obj.name, "right-clicked at", pos, "with", event, can_click())
if not can_click():
return
var inventory_open = vm.inventory and vm.inventory.blocks_tooltip()
if obj.use_action_menu and not inventory_open:
if ProjectSettings.get_setting("escoria/ui/right_mouse_button_action_menu"):
spawn_action_menu(obj)
return
elif inventory_open:
vm.inventory.close()
func ev_left_click_on_inventory_item(obj, pos, event):
printt(obj.name, "left-clicked at", pos, "with", event, can_click())
if not can_click():
return
# Use and look are the only valid choices with an action menu
if vm.action_menu:
vm.set_current_action("use")
if vm.current_action == "use" and obj.use_combine:
if not vm.current_tool:
vm.set_current_tool(obj)
elif vm.current_tool != obj:
interact([obj, vm.current_action, vm.current_tool])
if vm.tooltip:
vm.tooltip.update()
func ev_right_click_on_inventory_item(obj, pos, event):
printt(obj.name, "right-clicked at", pos, "with", event, can_click())
if not can_click():
return
if vm.current_tool:
vm.clear_current_tool()
if vm.tooltip:
vm.tooltip.update()
else:
# Do not set `look` as permanent action
interact([obj, "look"])
# XXX: Moving the mouse during `:look` will cause the tooltip to disappear
# so the following is a good-enough-for-now fix for it
if vm.tooltip:
vm.tooltip.update()
func ev_mouse_enter_item(obj):
if obj.inventory:
vm.report_errors("game", ["Mouse entered inventory non-inventory item: " + obj.global_id])
printt(obj.name, "mouse_enter_item")
vm.hover_push(obj)
if vm.tooltip:
# XXX: The warning report may be removed if it turns out to be too annoying in practice
if not obj.get_tooltip():
# For a passive item, it's fine to set an empty tooltip, but if we have a passive and
# an active esc_type.ITEM overlapping, say a window and a light that will move later,
# the tooltip may be emptied by the light not having a tooltip. This is because the
# `mouse_enter` events have no guaranteed order.
vm.report_warnings("game", ["No tooltip for item " + obj.name])
func ev_mouse_enter_inventory_item(obj):
if not vm.inventory:
vm.report_errors("game", ["Mouse entered inventory item without inventory: " + obj.global_id])
if not obj.inventory:
vm.report_errors("game", ["Mouse entered non-inventory inventory item: " + obj.global_id])
printt(obj.name, "mouse_enter_inventory_item")
if vm.tooltip:
# XXX: The warning report may be removed if it turns out to be too annoying in practice
if not obj.get_tooltip():
# For a passive item, it's fine to set an empty tooltip, but if we have a passive and
# an active esc_type.ITEM overlapping, say a window and a light that will move later,
# the tooltip may be emptied by the light not having a tooltip. This is because the
# `mouse_enter` events have no guaranteed order.
vm.report_warnings("game", ["No tooltip for item " + obj.name])
vm.hover_push(obj)
func ev_mouse_exit_item(obj):
printt(obj.name, "mouse_exit_item")
vm.hover_pop(obj)
func ev_mouse_exit_inventory_item(obj):
printt(obj.name, "mouse_exit_inventory_item")
vm.hover_pop(obj)
func ev_mouse_enter_trigger(obj):
printt(obj.name, "mouse_enter_trigger")
vm.hover_push(obj)
if vm.tooltip:
# XXX: The warning report may be removed if it turns out to be too annoying in practice
if not obj.get_tooltip():
# For a passive item, it's fine to set an empty tooltip, but if we have a passive and
# an active esc_type.ITEM overlapping, say a window and a light that will move later,
# the tooltip may be emptied by the light not having a tooltip. This is because the
# `mouse_enter` events have no guaranteed order.
vm.report_warnings("game", ["No tooltip for trigger " + obj.name])
func ev_mouse_exit_trigger(obj):
printt(obj.name, "mouse_exit_trigger")
vm.hover_pop(obj)
func ev_mouse_enter_npc(obj):
printt(obj.name, "mouse_enter_npc")
vm.hover_push(obj)
if vm.tooltip:
# XXX: The warning report may be removed if it turns out to be too annoying in practice
if not obj.get_tooltip():
vm.report_warnings("game", ["No tooltip for npc " + obj.name])
func ev_left_click_on_npc(obj, pos, event):
printt(obj.name, "left-clicked at", pos, "with", event, can_click())
if not can_click():
return
if vm.action_menu and obj.use_action_menu:
if !ProjectSettings.get_setting("escoria/ui/right_mouse_button_action_menu"):
spawn_action_menu(obj)
return
elif vm.action_menu.is_visible():
# XXX: Can't close action menu here or doubleclick would cause an action
if obj == vm.hover_object:
return
else:
vm.action_menu.stop()
if vm.inventory and vm.inventory.blocks_tooltip():
vm.inventory.close()
if vm.tooltip:
vm.tooltip.update()
return
# Many overlapping items can receive the click event,
# but only the topmost is really `clicked`
if not obj.clicked:
return
var walk_context = {"fast": event.doubleclick}
# Make it possible to abort an interaction before the player interacts
if player.interact_status == player.interact_statuses.INTERACT_WALKING:
# by overriding the interaction status
player.interact_status = player.interact_statuses.INTERACT_NONE
player.params_queue = null
player.walk_to(pos, walk_context)
return
var obj_action = obj.get_action()
var action = "walk"
# Start off by checking a non-doubleclick default action
if not obj_action_req_dblc:
if obj_action:
action = obj_action
elif default_obj_action:
action = default_obj_action
if click:
click.set_position(pos)
if click_anim:
click_anim.play("click")
if obj.has_method("get_interact_pos"):
pos = obj.get_interact_pos()
player.walk_to(pos, walk_context)
# XXX: Interacting with current_tool etc should be a signal
if action != "walk" or vm.current_action:
if vm.inventory and not vm.inventory.blocks_tooltip():
player.interact([obj, vm.current_action, vm.current_tool])
func ev_left_dblclick_on_npc(obj, pos, event):
printt(obj.name, "left-dblclicked at", pos, "with", event, can_click())
if not can_click():
return
if vm.action_menu and vm.action_menu.is_visible():
vm.action_menu.stop()
return
var walk_context = {"fast": event.doubleclick}
# Make it possible to abort an interaction before the player interacts
if player.interact_status == player.interact_statuses.INTERACT_WALKING:
# by overriding the interaction status
player.interact_status = player.interact_statuses.INTERACT_NONE
player.params_queue = null
player.walk_to(pos, walk_context)
var action = "walk"
# Cannot use the object action if an action and tool is selected,
# because the event is probably not defined
var obj_action
if vm.current_action and vm.current_tool:
obj_action = vm.current_action
else:
obj_action = obj.get_action()
# See if there's a doubleclick default action
if obj_action_req_dblc:
if obj_action:
action = obj_action
elif default_obj_action:
action = default_obj_action
if click:
click.set_position(pos)
if click_anim:
click_anim.play("click")
if action != "walk":
# Resolve telekinesis
if action in obj.event_table:
if player.task == "walk":
player.walk_stop(player.get_position())
vm.clear_current_action()
player.interact([obj, action, vm.current_tool])
else:
player.walk_to(pos, walk_context)
func ev_right_click_on_npc(obj, pos, event):
printt(obj.name, "right-clicked at", pos, "with", event, can_click())
if not can_click():
return
var inventory_open = vm.inventory and vm.inventory.blocks_tooltip()
if obj.use_action_menu and not inventory_open:
if ProjectSettings.get_setting("escoria/ui/right_mouse_button_action_menu"):
spawn_action_menu(obj)
return
elif inventory_open:
vm.inventory.close()
func ev_mouse_exit_npc(obj):
printt(obj.name, "mouse_exit_npc")
vm.hover_pop(obj)
func spawn_action_menu(obj):
if vm.action_menu == null:
return
if vm.tooltip and (vm.current_tool or vm.current_action):
vm.tooltip.hide()
vm.clear_current_tool()
vm.clear_current_action()
if player:
player.walk_stop(player.position)
var pos = get_viewport().get_mouse_position()
vm.action_menu.set_position(pos)
vm.action_menu.show()
vm.action_menu.start(obj)
func action_menu_selected(obj, action):
if action == "use" && obj.get_action() != "":
action = obj.get_action()
if player != null:
player.interact([obj, action])
else:
interact([obj, action])
vm.action_menu.stop()
func interact(p_params):
if mode == "default":
var obj = p_params[0]
vm.clear_action()
var action = p_params[1]
if !action:
action = obj.get_action()
if p_params.size() > 2:
vm.clear_action()
if obj == p_params[2]:
return
#inventory.close()
activate(obj, action, p_params[2])
else:
#inventory.close()
activate(obj, action)
vm.clear_action()
return
func activate(obj, action, param = null):
if !vm.can_interact():
#printt("******************** vm can't interact during activate")
#print_stack()
return
if !obj.activate(action, param):
if param != null: # try opposite way
if param.activate(action, obj):
return
fallback(obj, action, param)
func fallback(obj, action, param = null):
if fallbacks == null:
return
var comb = action
if typeof(param) != typeof(null):
comb = action + " " + param.global_id
if comb in fallbacks:
vm.run_event(fallbacks[comb])
return
if action in fallbacks:
if player:
# Resolve the angle to look toward and call `walk_stop` to make magic happen
player.resolve_angle_to(obj)
player.walk_stop(player.position)
vm.run_event(fallbacks[action])
return
vm.report_errors(fallbacks_path, ["Invalid action " + comb + " in fallbacks."])
func scene_input(event):
if event.is_action("quick_save") && event.is_pressed() && !event.is_echo():
vm.request_autosave()
if event is InputEventJoypadMotion:
if event.axis == 0 || event.axis == 1:
joystick_mode = true
check_joystick = true
set_process(true)
if event.is_action("menu_request") && event.is_pressed() && !event.is_echo():
handle_menu_request()
func handle_menu_request():
var menu_enabled = vm.menu_enabled()
if vm.can_save() and vm.can_interact() and menu_enabled:
# Do not display overlay menu with action menu or inventory, it looks silly and weird
if vm.action_menu:
if vm.action_menu.is_visible():
vm.action_menu.stop()
# Forcibly close inventory without animation if collapsible and visible
if vm.inventory and vm.inventory.blocks_tooltip():
vm.inventory.force_close()
# Clear hover/tooltip state to be rebuilt when menu is closed
vm.hover_teardown()
# Finally show the menu
main.load_menu(ProjectSettings.get_setting("escoria/ui/in_game_menu"))
elif not menu_enabled:
get_tree().call_group("game", "ui_blocked")
func menu_closed():
printt("menu_closed")
## We may be hovering a HUD button which is over an item;
# make it look like it would in gameplay
if hud:
# These are set up in hud.gd only if the corresponding button is available
if hud.menu_toggle_rect:
if hud.menu_toggle_rect.has_point($"/root".get_mouse_position()):
hud.hud_button_entered()
return
if hud.inv_toggle_rect:
if hud.inv_toggle_rect.has_point($"/root".get_mouse_position()):
hud.hud_button_entered()
return
## Otherwise rebuild hover stack
vm.hover_rebuild()
func _process(_delta):
if !vm.can_interact():
check_joystick = false
return
if player == null || player == self:
return
if joystick_mode:
var objs = vm.get_registered_objects()
var mobj = null
var mdist
var pos = player.get_position()
for key in objs:
if key == "player":
continue
if !objs[key].is_type("Control"):
continue
if !objs[key].is_visible():
continue
if objs[key].tooltip == "":
continue
var objpos = objs[key].get_interact_pos()
var odist = pos.distance_squared_to(objpos)
if typeof(mobj) == typeof(null):
mobj = objs[key]
mdist = odist
else:
if odist < mdist:
mdist = odist
mobj = objs[key]
if typeof(mobj) != typeof(null):
if mdist < min_interact_dist:
if mobj != last_obj:
spawn_action_menu(mobj)
# mouse_enter(mobj)
last_obj = mobj
else:
# mouse_exit(mobj)
last_obj = null
if !check_joystick:
return
var dir = Vector2(Input.get_joy_axis(0, 0), Input.get_joy_axis(0, 1));
if dir.length_squared() < 0.1:
check_joystick = false
return
player.walk_to(player.get_position() + dir * 20)
func set_inventory_enabled(p_enabled):
inventory_enabled = p_enabled
if !has_node("hud_layer/hud/inv_toggle"):
return
if inventory_enabled:
$"hud_layer/hud/inv_toggle".show()
else:
$"hud_layer/hud/inv_toggle".hide()
func set_camera_limits():
var limits = {}
if camera_limits.size.x == 0 and camera_limits.size.y == 0:
var area = Rect2()
for child in get_parent().get_children():
if child is esc_type.BACKGROUND:
var pos = child.get_global_position()
var size = child.get_texture().get_size()
if child.global_scale.x != 1 or child.global_scale.y != 1:
size.x *= child.global_scale.x
size.y *= child.global_scale.y
area = area.expand(pos)
area = area.expand(pos + size)
# if the background is smaller than the viewport, we want the camera to stick centered on the background
if area.size.x == 0 or area.size.y == 0 or area.size < get_viewport().size:
printt("No limit area! Using viewport")
area.size = get_viewport().size
printt("setting camera limits from scene ", area)
limits = {
"limit_left": area.position.x,
"limit_right": area.position.x + area.size.x,
"limit_top": area.position.y,
"limit_bottom": area.position.y + area.size.y,
"set_default": true,
}
else:
limits = {
"limit_left": camera_limits.position.x,
"limit_right": camera_limits.position.x + camera_limits.size.x,
"limit_top": camera_limits.position.y,
"limit_bottom": camera_limits.position.y + camera_limits.size.y + main.screen_ofs.y * 2,
"set_default": true,
}
printt("setting camera limits from parameter ", camera_limits)
camera.set_limits(limits)
camera.set_offset(main.screen_ofs * 2)
#vm.update_camera(0.000000001)
func load_hud():
var hres = vm.res_cache.get_resource(vm.get_hud_scene())
$"hud_layer/hud".replace_by_instance(hres)
hud = $"hud_layer/hud"
# Add inventory to hud layer, usually hud_minimal.tscn, if found in project settings
# and not present in the `game` scene's hud.
if inventory_enabled:
if hud.has_node("inventory"):
var inventory = hud.get_node("inventory")
vm.register_inventory(inventory)
printt("Found inventory in hud", hud)
else:
var inventory_scene = ProjectSettings.get_setting("escoria/ui/inventory")
if inventory_scene:
var inventory = load(inventory_scene).instance()
if inventory and inventory is esc_type.INVENTORY:
vm.register_inventory(inventory)
if vm.inventory.is_collapsible:
vm.inventory.hide()
hud.add_child(vm.inventory)
hud.move_child(vm.inventory, 0)
printt("Added inventory to hud", hud)
if has_node("hud_layer/hud/inv_toggle"):
if inventory_enabled:
$"hud_layer/hud/inv_toggle".show()
else:
$"hud_layer/hud/inv_toggle".hide()
# Add action menu to hud layer if found in project settings
if ProjectSettings.get_setting("escoria/ui/action_menu"):
action_menu = load(ProjectSettings.get_setting("escoria/ui/action_menu")).instance()
if action_menu:
$"hud_layer".add_child(action_menu)
func _ready():
add_to_group("game")
if has_node("../player"):
player = $"../player"
if fallbacks_path != "":
fallbacks = vm.compile(fallbacks_path)
if has_node("click"):
click = get_node("click")
if has_node("click_anim"):
click_anim = get_node("click_anim")
default_obj_action = ProjectSettings.get_setting("escoria/platform/default_object_action")
obj_action_req_dblc = ProjectSettings.get_setting("escoria/platform/object_action_requires_doubleclick")
camera = get_node("camera")
camera.drag_margin_left = drag_margin_left
camera.drag_margin_top = drag_margin_top
camera.drag_margin_right = drag_margin_right
camera.drag_margin_bottom = drag_margin_bottom
vm.set_camera(camera)
call_deferred("set_camera_limits")
call_deferred("load_hud")
func _exit_tree():
if action_menu:
action_menu.free()

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://globals/game.gd" type="Script" id=1]
[ext_resource path="res://ui/dialog_player.tscn" type="PackedScene" id=2]
[ext_resource path="res://globals/camera.gd" type="Script" id=3]
[node name="game" type="Node"]
script = ExtResource( 1 )
fallbacks_path = "res://fallbacks.esc"
inventory_enabled = false
[node name="dialog_layer" type="CanvasLayer" parent="."]
layer = 128
[node name="dialog_player" parent="dialog_layer" instance=ExtResource( 2 )]
[node name="hud_layer" type="CanvasLayer" parent="."]
layer = 126
[node name="hud" parent="hud_layer" instance_placeholder="res://ui/hud.tscn"]
visible = false
[node name="wait_timer" type="Timer" parent="."]
[node name="camera" type="Camera2D" parent="."]
current = true
script = ExtResource( 3 )
[node name="tween" type="Tween" parent="camera"]

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[gd_scene load_steps=4 format=2]
[ext_resource path="res://globals/game.gd" type="Script" id=1]
[ext_resource path="res://ui/dialog_player.tscn" type="PackedScene" id=2]
[ext_resource path="res://globals/camera.gd" type="Script" id=3]
[node name="game" type="Node" index="0"]
script = ExtResource( 1 )
fallbacks_path = "res://fallbacks.esc"
inventory_enabled = true
drag_margin_left = 0.2
drag_margin_top = 0.2
drag_margin_right = 0.2
drag_margin_bottom = 0.2
camera_limits = Rect2( 0, 0, 0, 0 )
[node name="dialog_layer" type="CanvasLayer" parent="." index="0"]
layer = 128
offset = Vector2( 0, 0 )
rotation = 0.0
scale = Vector2( 1, 1 )
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
[node name="dialog_player" parent="dialog_layer" index="0" instance=ExtResource( 2 )]
[node name="hud_layer" type="CanvasLayer" parent="." index="1"]
layer = 126
offset = Vector2( 0, 0 )
rotation = 0.0
scale = Vector2( 1, 1 )
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
[node name="hud" parent="hud_layer" index="0" instance_placeholder="res://ui/hud_minimal.tscn"]
[node name="wait_timer" type="Timer" parent="." index="2"]
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false
[node name="camera" type="Camera2D" parent="." index="3"]
anchor_mode = 1
rotating = false
current = true
zoom = Vector2( 1, 1 )
limit_left = -10000000
limit_top = -10000000
limit_right = 10000000
limit_bottom = 10000000
limit_smoothed = false
drag_margin_h_enabled = true
drag_margin_v_enabled = true
smoothing_enabled = false
smoothing_speed = 5.0
offset_v = 0.0
offset_h = 0.0
drag_margin_left = 0.2
drag_margin_top = 0.2
drag_margin_right = 0.2
drag_margin_bottom = 0.2
editor_draw_screen = true
editor_draw_limits = false
editor_draw_drag_margin = false
script = ExtResource( 3 )
[node name="tween" type="Tween" parent="camera" index="0"]
repeat = false
playback_process_mode = 1
playback_speed = 1.0
playback/active = false
playback/repeat = false
playback/speed = 1.0

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extends Control
var background = null
var inv_toggle_rect = null
var menu_toggle_rect = null
func inv_toggle():
$"inventory".toggle()
func _on_inventory_toggle_visibility_changed():
if $inv_toggle.is_hidden():
$buttons.hide()
else:
$buttons.show()
func _on_hint_pressed():
printt("hint pressed")
if background != null:
background.emit_right_click()
func _on_menu_pressed():
printt("menu pressed")
get_tree().call_group("game", "handle_menu_request")
func hud_button_entered():
# printt("hud button mouse entered")
vm.hover_teardown()
func hud_button_exited():
# printt("hud button mouse exited")
vm.hover_rebuild()
func menu_opened():
hide()
func menu_closed():
show()
func set_visible(p_visible):
visible = p_visible
func setup_inv_toggle():
var conn_err = $"inv_toggle".connect("pressed", self, "inv_toggle")
if conn_err:
vm.report_errors("hud", ["inv_toggle.pressed -> inv_toggle error: " + String(conn_err)])
conn_err = $"inv_toggle".connect("mouse_entered", self, "hud_button_entered")
if conn_err:
vm.report_errors("hud", ["inv_toggle.mouse_entered -> hud_button_entered error: " + String(conn_err)])
conn_err = $"inv_toggle".connect("mouse_exited", self, "hud_button_exited")
if conn_err:
vm.report_errors("hud", ["inv_toggle.mouse_exited -> hud_button_exited error: " + String(conn_err)])
$"inv_toggle".set_focus_mode(Control.FOCUS_NONE)
inv_toggle_rect = Rect2($"inv_toggle".rect_global_position, $"inv_toggle".rect_size)
func setup_menu_toggle():
var conn_err = $"menu".connect("pressed", self, "_on_menu_pressed")
if conn_err:
vm.report_errors("hud", ["menu.pressed -> _on_menu_pressed error: " + String(conn_err)])
conn_err = $"menu".connect("mouse_entered", self, "hud_button_entered")
if conn_err:
vm.report_errors("hud", ["menu.mouse_entered -> hud_button_entered error: " + String(conn_err)])
conn_err = $"menu".connect("mouse_exited", self, "hud_button_exited")
if conn_err:
vm.report_errors("hud", ["menu.mouse_exited -> hud_button_exited error: " + String(conn_err)])
$"menu".set_focus_mode(Control.FOCUS_NONE)
menu_toggle_rect = Rect2($"menu".rect_global_position, $"menu".rect_size)
func _ready():
add_to_group("hud")
add_to_group("game")
if has_node("inv_toggle"):
setup_inv_toggle()
if has_node("menu"):
setup_menu_toggle()
# Hide verb menu if hud layer has an action menu
if has_node("../action_menu"):
$verb_menu.hide()

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extends Node2D
#warning-ignore:unused_class_variable
export var global_id = "" # API property
#warning-ignore:unused_class_variable
export(String, FILE, ".esc") var events_path = "" # API property
export var active = true setget set_active,get_active
var event_table = {}
# This'll contain a highlight tooltip if `tooltip_pos` is set as a child
var highlight_tooltip
var width = float(ProjectSettings.get("display/window/size/width"))
var height = float(ProjectSettings.get("display/window/size/height"))
func get_tooltip():
pass
func show_highlight():
if not self.visible:
return
# This is essentially is_interactive, but triggers and exit don't have separate areas
if "area" in self and self.area and not self.area.visible:
return
if not has_node("tooltip_pos"):
return
highlight_tooltip = vm.tooltip.duplicate()
assert(highlight_tooltip != vm.tooltip)
var tt_pos = $tooltip_pos.global_position
var tt_text = get_tooltip()
highlight_tooltip.highlight_only = true
highlight_tooltip.follow_mouse = false
highlight_tooltip.text = tt_text
tt_pos = vm.camera.zoom_transform.xform(tt_pos)
# Bail out if we're hopelessly out-of-view
if tt_pos.x < 0 or tt_pos.x > width or tt_pos.y < 0 or tt_pos.y > height:
highlight_tooltip.free()
highlight_tooltip = null
return
vm.tooltip.get_parent().add_child(highlight_tooltip)
highlight_tooltip.set_position(tt_pos)
highlight_tooltip.show()
func hide_highlight():
if not highlight_tooltip:
return
assert(highlight_tooltip.visible)
highlight_tooltip.hide()
highlight_tooltip.free()
highlight_tooltip = null
func run_event(p_ev):
vm.emit_signal("run_event", p_ev)
func activate(p_action, p_param = null):
if p_param != null:
p_action = p_action + " " + p_param.global_id
if p_action in event_table:
run_event(event_table[p_action])
else:
return false
return true
func set_active(p_active):
active = p_active
if p_active:
show()
else:
hide()
func set_interactive(p_interactive):
self.area.visible = p_interactive
func get_active():
return active
func _ready():
add_to_group("highlight_tooltip")

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extends TextureRect
export(bool) var is_collapsible = false
var page = 0
var page_max
var page_size
var current_action = ""
func blocks_tooltip():
return self.is_collapsible and self.is_visible()
func change_page(dir):
page += dir
if page < 0:
page = 0
if page > page_max:
page = page_max
sort_items()
func open():
if is_visible():
return
if vm.action_menu:
# `false` is for show_tooltip=false
vm.action_menu.stop(false)
sort_items()
show()
print("inventory open")
if has_node("animation"):
get_node("animation").play("show")
func show():
.show()
if vm.tooltip:
vm.tooltip.update()
func close():
if !is_visible():
return
if vm.tooltip:
# If we are closing while hovering ...
if vm.hover_object:
# ... an inventory item ...
if vm.hover_object is esc_type.ITEM and vm.hover_object.inventory:
# ... we must exit it to sort out the tooltip
vm.hover_object.emit_signal("mouse_exit_inventory_item", vm.hover_object)
if has_node("animation"):
if $"animation".is_playing():
return
$"animation".play("hide")
# XXX: What is this `look` node? A verb menu thing?
if has_node("look"):
get_node("look").set_pressed(false)
current_action = ""
hide()
print("inventory close")
func hide():
.hide()
if vm.tooltip:
vm.tooltip.update()
func force_close():
if !is_visible():
return
if vm.tooltip:
vm.tooltip.hide()
hide()
printt("inventory force_close")
func toggle():
if is_visible():
close()
else:
open()
func anim_finished(name):
if name == "hide":
hide()
func sort_items():
var items = get_node("items")
var slots = get_node("slots")
var count = 0
var focus = false
for i in range(0, items.get_child_count()):
var c = items.get_child(i)
if !vm.inventory_has(c.global_id):
c.hide()
continue
if count >= page_size * (page+1):
#printt("past page", count, page_size, page)
c.hide()
elif count >= page_size * page:
var slot = count - page_size * page
c.show()
printt("showing item", c.global_id, slots.get_child(slot).get_global_position())
c.set_global_position(slots.get_child(slot).get_global_position())
c.update_rect() # To see if we're hovered when in-game menu closes
if !focus:
focus = true
else:
c.hide()
count += 1
page_max = int(count / page_size)
if count > 0 && page > page_max:
page -= 1
sort_items()
func inventory_changed():
printt("** inventory changed")
if is_visible():
printt("sorting")
sort_items()
func global_changed(name):
if name.find("i/") != 0:
return
inventory_changed()
func input(event):
if event.type == InputEvent.MOUSE_BUTTON && event.pressed:
toggle()
func get_action():
return current_action
func look_toggled(pressed):
if pressed:
current_action = "look"
else:
current_action = "use"
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "clear_action")
func _input(event):
if !vm.can_interact():
return
if event.is_pressed() and event.is_action("inventory_toggle") and is_collapsible:
toggle()
func log_button_pressed():
close()
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "open_log")
func _on_open_inventory_signal(open):
if (open):
open()
else:
close()
func mouse_entered():
# Must tear down the hovers or we might get side-effects when something is under
# a non-blocking inventory
vm.hover_teardown()
func mouse_exited():
# Restore the expected state if it was reset when entering
vm.hover_rebuild()
func _ready():
var conn_err
conn_err = vm.connect("inventory_changed", self, "inventory_changed")
if conn_err:
vm.report_errors("inventory", ["inventory_changed -> inventory_changed error: " + String(conn_err)])
conn_err = vm.connect("open_inventory", self, "_on_open_inventory_signal")
if conn_err:
vm.report_errors("inventory", ["open_inventory -> _on_open_inventory_signal error: " + String(conn_err)])
conn_err = vm.connect("global_changed", self, "global_changed")
if conn_err:
vm.report_errors("inventory", ["global_changed -> global_changed error: " + String(conn_err)])
page_size = get_node("slots").get_child_count()
# XXX: Not sure why, but sorting a collapsible inventory here causes textures to disappear
if not self.is_collapsible:
sort_items()
if has_node("arrow_prev"):
conn_err = $"arrow_prev".connect("pressed", self, "change_page", [-1])
if conn_err:
vm.report_errors("inventory", ["arrow_prev.pressed -> change_page -1 error: " + String(conn_err)])
if has_node("arrow_next"):
conn_err = $"arrow_next".connect("pressed", self, "change_page", [1])
if conn_err:
vm.report_errors("inventory", ["arrow_next.pressed -> change_page +1 error: " + String(conn_err)])
# Block problems when tooltip follows mouse and open inventory overlaps with exits
if ProjectSettings.get_setting("escoria/ui/tooltip_follows_mouse") and self is TextureRect:
conn_err = connect("mouse_entered", self, "mouse_entered")
if conn_err:
vm.report_errors("inventory", ["mouse_entered -> mouse_entered error: " + String(conn_err)])
conn_err = connect("mouse_exited", self, "mouse_exited")
if conn_err:
vm.report_errors("inventory", ["mouse_exited -> mouse_exited error: " + String(conn_err)])
var items = get_node("items")
for i in range(0, items.get_child_count()):
var c = items.get_child(i)
#printt("c path is ", c.get_name(), c.get_filename())
c.inventory = true
c.use_action_menu = false
c.hide()
items.show()
set_focus_mode(Control.FOCUS_NONE)
#get_node("mask").set_focus_mode(Control.FOCUS_NONE)
set_process_input(true)
#get_node("log_button").connect("pressed", self, "log_button_pressed")
if has_node("animation"):
conn_err = $"animation".connect("animation_finished", self, "anim_finished")
if conn_err:
vm.report_errors("inventory", ["animation_finished -> anim_finished error: " + String(conn_err)])
add_to_group("game")
call_deferred("sort_items")

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extends "res://globals/interactive.gd"
signal left_click_on_item
signal left_dblclick_on_item
signal left_click_on_inventory_item
signal right_click_on_item
signal right_click_on_inventory_item
signal mouse_enter_item
signal mouse_enter_inventory_item
signal mouse_exit_item
signal mouse_exit_inventory_item
var area
# For inventory items, when in-game menu is closed, look at this to see if we're hovered
var rect
export var tooltip = ""
export var action = ""
export(NodePath) var interact_position = null
#warning-ignore:unused_class_variable
export var use_combine = false # game.gd
export var inventory = false
#warning-ignore:unused_class_variable
export var use_action_menu = true # game.gd
#warning-ignore:unused_class_variable
export(int, -1, 360) var interact_angle = -1
#warning-ignore:unused_class_variable
export(Color) var dialog_color = null
export(Script) var animations
export var talk_animation = "talk"
export var placeholders = {}
export var dynamic_z_index = true
export var speed = 300
export var scale_on_map = false
export var light_on_map = false setget set_light_on_map
export var is_interactive = true
var orig_speed
var anim_notify = null
var anim_scale_override = null
var ui_anim = null
var clicked = false
var interact_pos
var camera_pos
var terrain
var terrain_is_scalenodes
var walk_path
var walk_context
var moved
var last_scale = Vector2(1, 1)
var last_deg = null
var last_dir = 0
var animation
var state = ""
var walk_destination
var path_ofs
var pose_scale = 1
var task
var sprites = []
var audio
# Godot doesn't do doubleclicks so we must
var last_lmb_dt = 0
var waiting_dblclick = false
func get_dialog_pos():
if has_node("dialog_pos"):
return $"dialog_pos".global_position
return global_position
func get_interact_pos():
if interact_pos:
return interact_pos.global_position
return global_position
func get_camera_pos():
if camera_pos:
return camera_pos.global_position
return global_position
#warning-ignore:unused_argument
func anim_finished(anim_name):
# TODO use parameter here?
if anim_notify != null:
vm.finished(anim_notify)
anim_notify = null
if anim_scale_override != null:
set_scale(get_scale() * anim_scale_override)
anim_scale_override = null
# Although states are permanent until changed, the underlying animations are not,
# so we must re-set the state for the appearance of permanence
set_state(state, true)
if animations and "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
#return is_visible()
func get_action():
return action
func mouse_enter():
_check_focus(true, false)
if self.inventory:
emit_signal("mouse_enter_inventory_item", self)
else:
emit_signal("mouse_enter_item", self)
func mouse_exit():
_check_focus(false, false)
if self.inventory:
emit_signal("mouse_exit_inventory_item", self)
else:
emit_signal("mouse_exit_item", self)
func area_input(_viewport, event, _shape_idx):
input(event)
func input(event):
# TODO: Expand this for other input events than mouse
if event is InputEventMouseButton || event.is_action("ui_accept"):
if event.is_pressed():
clicked = vm.hover_stack.front() == self
var ev_pos = get_global_mouse_position()
if event.is_action("game_general"):
if self.inventory:
emit_signal("left_click_on_inventory_item", self, ev_pos, event)
last_lmb_dt = 0
waiting_dblclick = null
elif last_lmb_dt <= vm.DOUBLECLICK_TIMEOUT:
emit_signal("left_dblclick_on_item", self, ev_pos, event)
last_lmb_dt = 0
waiting_dblclick = null
else:
last_lmb_dt = 0
waiting_dblclick = [ev_pos, event]
elif event.is_action("game_rmb"):
if self.inventory:
emit_signal("right_click_on_inventory_item", self, ev_pos, event)
else:
emit_signal("right_click_on_item", self, ev_pos, event)
_check_focus(true, true)
func _check_focus(focus, pressed):
if has_node("_focus_in"):
if focus:
get_node("_focus_in").show()
else:
get_node("_focus_in").hide()
if has_node("_pressed"):
if pressed:
get_node("_pressed").show()
else:
get_node("_pressed").hide()
func get_tooltip(hint=null):
if not tooltip:
return null
# if `development_lang` matches `text_lang`, don't translate
if TranslationServer.get_locale() == ProjectSettings.get_setting("escoria/platform/development_lang"):
if not global_id and ProjectSettings.get_setting("escoria/platform/force_tooltip_global_id"):
vm.report_errors("item", ["Missing global_id in item with tooltip '" + tooltip + "'"])
return tooltip
# Otherwise try to return the translated tooltip
var tooltip_identifier = global_id + ".tooltip"
if hint:
tooltip_identifier += "." + hint
var translated = tr(tooltip_identifier)
# Try again if there's no translation for this hint
if translated == "\"":
tooltip_identifier = global_id + ".tooltip"
translated = tr(tooltip_identifier)
# But if translation isn't found, ensure it can be translated and return placeholder
if translated == tooltip_identifier:
if not global_id and ProjectSettings.get_setting("escoria/platform/force_tooltip_global_id"):
vm.report_errors("item", ["Missing global_id in item with tooltip '" + tooltip + "'"])
return tooltip_identifier
return translated
func global_changed(name):
var ev = "global_changed "+name
if ev in event_table:
run_event(event_table[ev])
elif "global_changed" in event_table:
run_event(event_table.global_changed)
func anim_get_ph_paths(p_anim):
if !(p_anim in placeholders):
return null
var ret = []
for p in placeholders[p_anim]:
var n = get_node(p)
if !(n is InstancePlaceholder):
continue
ret.push_back(n.get_instance_path())
return ret
func play_anim(p_anim, p_notify = null, p_reverse = false, p_flip = null):
if p_notify == null and (!animation or !animation.has_animation(p_anim)):
print("skipping cut scene '", p_anim, "'")
vm.finished(p_notify)
#_debug_states()
return
if p_anim in placeholders:
for npath in placeholders[p_anim]:
var node = get_node(npath)
if !node is InstancePlaceholder:
continue
var path = node.get_instance_path()
var res = vm.res_cache.get_resource(path)
node.replace_by_instance(res)
_find_sprites(get_node(npath))
if p_flip != null:
var s = get_scale()
set_scale(s * p_flip)
anim_scale_override = p_flip
else:
anim_scale_override = null
if p_reverse:
animation.play(p_anim, -1, -1, true)
else:
animation.play(p_anim)
anim_notify = p_notify
#_debug_states()
func play_snd(p_snd, p_loop=false):
if !audio:
vm.report_errors("item", ["play_snd called with no audio node"])
return
var resource = load(p_snd)
if !resource:
vm.report_errors("item", ["play_snd resource not found " + p_snd])
return
audio.stream = resource
audio.stream.set_loop(p_loop)
audio.play()
#_debug_states()
func set_speaking(p_speaking):
printt("item set speaking! ", global_id, p_speaking, state)
#print_stack()
if !animation:
return
if talk_animation == "":
return
if p_speaking:
if animation.has_animation(talk_animation):
animation.play(talk_animation)
animation.seek(0, true)
else:
set_state(state, true)
if animations and "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
func set_state(p_state, p_force = false):
if state == p_state && !p_force:
return
# printt("set state ", "global_id: ", global_id, "state: ", state, "p_state: ", p_state, "p_force: ", p_force)
state = p_state
if animation != null:
# Though calling `.play()` probably stops the animation, be safe.
animation.stop()
if animation.has_animation(p_state):
animation.play(p_state)
func teleport(obj, angle=null):
set_position(obj.global_position)
if angle:
set_angle(angle)
moved = true
_update_terrain(true)
func teleport_pos(x, y, angle=null):
set_position(Vector2(x, y))
if angle:
set_angle(angle)
moved = true
_update_terrain(true)
func _update_terrain(need_z_update=false):
var pos = get_position()
if dynamic_z_index and need_z_update:
z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
if !scale_on_map && !light_on_map:
return
# Items in the scene tree will issue errors unless this is conditional
if not terrain:
return
var scale_range
if terrain_is_scalenodes:
scale_range = terrain.get_terrain(pos)
else:
var color = terrain.get_terrain(pos)
scale_range = terrain.get_scale_range(color.b)
# The item's - as the player's - `animations` define the direction
# as 1 or -1. This is stored as `pose_scale` and the easiest way
# to flip a node is multiply its x-axis scale.
scale_range.x *= pose_scale
if scale_on_map and scale_range != get_scale():
# Check if `interact_pos` is a child of ours, and if so,
# take a backup of the global position, because it will be affected by scaling.
var interact_global_position
if has_node("interact_pos"):
interact_global_position = interact_pos.get_global_position()
# Same for camera_pos
var camera_global_position
if has_node("camera_pos"):
camera_global_position = camera_pos.get_global_position()
self.scale = scale_range
# If `interact_pos` is a child, it was affected by scaling, so reset it
# to the expected location.
if interact_global_position:
interact_pos.global_position = interact_global_position
# And camera position
if camera_global_position:
camera_pos.global_position = camera_global_position
if light_on_map:
var c = terrain.get_light(pos)
if c:
modulate(c)
func _check_bounds():
#printt("checking bouds for pos ", get_position(), terrain.is_solid(get_position()))
if !scale_on_map:
return
if !Engine.is_editor_hint():
return
if terrain.is_solid(get_position()):
if has_node("terrain_icon"):
get_node("terrain_icon").hide()
else:
if !has_node("terrain_icon"):
var node = Sprite.new()
var tex = load("res://globals/terrain.png")
node.set_texture(tex)
add_child(node)
node.set_name("terrain_icon")
get_node("terrain_icon").show()
func _notification(what):
if !is_inside_tree() || !Engine.is_editor_hint():
return
if what == Node2D.NOTIFICATION_TRANSFORM_CHANGED:
_update_terrain()
_check_bounds()
func hint_request():
if !get_active():
return
if !vm.can_interact():
return
if ui_anim == null:
return
if ui_anim.is_playing():
return
ui_anim.play("hint")
func setup_ui_anim():
if has_node("ui_anims"):
ui_anim = get_node("ui_anims")
for bg in get_tree().get_nodes_in_group("background"):
bg.connect("right_click_on_bg", self, "hint_request")
var conn_err = vm.connect("global_changed", self, "global_changed")
if conn_err:
vm.report_errors("item", ["global_changed -> global_changed error: " + String(conn_err)])
func set_light_on_map(p_light):
light_on_map = p_light
if light_on_map:
_update_terrain()
else:
modulate(Color(1, 1, 1, 1))
func slide_to(pos, context = null):
# Assume a straight line, and leverage some walk functionality
walk_path = [get_position(), pos]
walk_context = context
if walk_path.size() == 0:
walk_stop(get_position())
set_process(false)
task = null
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0.0
task = "slide"
set_process(true)
func slide(pos, p_speed, context = null):
if p_speed:
orig_speed = speed
speed = p_speed
slide_to(pos, context)
func walk_stop(pos):
set_position(pos)
walk_path = []
if orig_speed:
speed = orig_speed
orig_speed = null
# Walking is not a state, but we must re-set our previous state to reset the animation
set_state(state)
if task == "walk":
if "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain(true)
task = null
if walk_context != null:
vm.finished(walk_context)
walk_context = null
func walk_to(pos, context = null):
walk_path = terrain.get_terrain_path(get_position(), pos)
walk_context = context
if walk_path.size() == 0:
walk_stop(get_position())
set_process(false)
task = null
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
if terrain.is_solid(pos):
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0.0
task = "walk"
set_process(true)
func walk(pos, p_speed, context = null):
if p_speed:
orig_speed = speed
speed = p_speed
walk_to(pos, context)
func modulate(color):
for s in sprites:
s.set_modulate(color)
func _physics_process(dt):
last_lmb_dt += dt
if waiting_dblclick and last_lmb_dt > vm.DOUBLECLICK_TIMEOUT:
emit_signal("left_click_on_item", self, waiting_dblclick[0], waiting_dblclick[1])
last_lmb_dt = 0
waiting_dblclick = null
func _process(time):
if task == "walk" or task == "slide":
var to_walk = speed * last_scale.x * time
var pos = get_position()
var old_pos = pos
if walk_path.size() > 0:
while to_walk > 0:
var next
if walk_path.size() > 1:
next = walk_path[path_ofs + 1]
else:
next = walk_path[path_ofs]
var dist = pos.distance_to(next)
if dist > to_walk:
var n = (next - pos).normalized()
pos = pos + n * to_walk
break
pos = next
to_walk -= dist
path_ofs += 1
if path_ofs >= walk_path.size() - 1:
walk_stop(walk_destination)
set_process(false)
return
var angle = (old_pos.angle_to_point(pos)) * -1
set_position(pos)
if task == "walk":
last_deg = vm._get_deg_from_rad(angle)
last_dir = vm._get_dir_deg(last_deg, animations)
if animation:
if animation.get_current_animation() != animations.directions[last_dir]:
animation.play(animations.directions[last_dir])
pose_scale = animations.directions[last_dir+1]
# If a z-indexed item is moved, forcibly update its z index
_update_terrain(true)
func turn_to(deg):
if deg < 0 or deg > 360:
vm.report_errors("interactive", ["Invalid degree to turn to " + str(deg)])
moved = true
last_deg = deg
last_dir = vm._get_dir_deg(deg, animations)
if animation and animations and "directions" in animations:
if !animation.get_current_animation() or animation.get_current_animation() != animations.directions[last_dir]:
# XXX: This requires manually scripting a wait
# and setting the correct idle animation
animation.play(animations.directions[last_dir])
pose_scale = animations.directions[last_dir + 1]
_update_terrain()
func set_angle(deg):
if deg < 0 or deg > 360:
# Compensate for savegame files during a broken version of Escoria
if vm.loading_game:
vm.report_warnings("interactive", ["Reset invalid degree " + str(deg)])
deg = 0
else:
vm.report_errors("interactive", ["Invalid degree to turn to " + str(deg)])
moved = true
last_deg = deg
last_dir = vm._get_dir_deg(deg, animations)
if animation and animations and "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
func _find_sprites(p = null):
if p is CanvasItem:
sprites.push_back(p)
for i in range(0, p.get_child_count()):
_find_sprites(p.get_child(i))
func update_rect():
# Called from inventory.gd when items get sorted
assert(self.inventory)
assert(area is TextureRect)
# Now that we know we are TextureRect, create a Rect2 so we can check `.has_point()` when closing the menu
rect = Rect2(area.rect_global_position, area.rect_size)
func _ready():
add_to_group("item")
if Engine.is_editor_hint():
return
var conn_err
# {{{ Check for interaction area and connect signals only if the item is interactive
if is_interactive:
if has_node("area"):
area = get_node("area")
# XXX: Inventory items as Area2D did not work. z-index?
if not self.inventory and not area is Area2D:
vm.report_errors("item", ["Child area is not Area2D in " + self.global_id])
elif self.inventory and not area is TextureRect:
vm.report_errors("inventory item", ["Child area is not TextureRect in " + self.global_id])
else:
area = self
if area is Position2D:
vm.report_warnings("item", ["The Position2D node named " + self.global_id + " is probably erroneously marked as interactive."])
elif not area is Area2D and not area is Position2D:
vm.report_errors("item", ["Background item area is not Area2D nor Position2D in " + self.global_id])
if ClassDB.class_has_signal(area.get_class(), "input_event"):
conn_err = area.connect("input_event", self, "area_input")
if conn_err:
vm.report_errors("item", ["area.input_event -> area_input error: " + String(conn_err)])
elif ClassDB.class_has_signal(area.get_class(), "gui_input"):
conn_err = area.connect("gui_input", self, "input")
if conn_err:
vm.report_errors("item", ["area.gui_input -> input error: " + String(conn_err)])
else:
vm.report_warnings("item", ["No input events possible for global_id " + global_id])
# These signals proxy the proper signals for regular and inventory items
if ClassDB.class_has_signal(area.get_class(), "mouse_entered"):
conn_err = area.connect("mouse_entered", self, "mouse_enter")
if conn_err:
vm.report_errors("item", ["mouse_entered -> mouse_enter error: " + String(conn_err)])
conn_err = area.connect("mouse_exited", self, "mouse_exit")
if conn_err:
vm.report_errors("item", ["mouse_exited -> mouse_exit error: " + String(conn_err)])
conn_err = connect("left_click_on_item", $"/root/scene/game", "ev_left_click_on_item")
if conn_err:
vm.report_errors("item", ["left_click_on_item -> ev_left_click_on_item error: " + String(conn_err)])
conn_err = connect("left_dblclick_on_item", $"/root/scene/game", "ev_left_dblclick_on_item")
if conn_err:
vm.report_errors("item", ["left_dblclick_on_item -> ev_left_dblclick_on_item error: " + String(conn_err)])
conn_err = connect("left_click_on_inventory_item", $"/root/scene/game", "ev_left_click_on_inventory_item")
if conn_err:
vm.report_errors("item", ["left_click_on_inventory_item -> ev_left_click_on_inventory_item error: " + String(conn_err)])
conn_err = connect("right_click_on_item", $"/root/scene/game", "ev_right_click_on_item")
if conn_err:
vm.report_errors("item", ["right_click_on_item -> ev_right_click_on_item error: " + String(conn_err)])
conn_err = connect("right_click_on_inventory_item", $"/root/scene/game", "ev_right_click_on_inventory_item")
if conn_err:
vm.report_errors("item", ["right_click_on_inventory_item -> ev_right_click_on_inventory_item error: " + String(conn_err)])
conn_err = connect("mouse_enter_item", $"/root/scene/game", "ev_mouse_enter_item")
if conn_err:
vm.report_errors("item", ["mouse_enter_item -> ev_mouse_enter_item error: " + String(conn_err)])
conn_err = connect("mouse_enter_inventory_item", $"/root/scene/game", "ev_mouse_enter_inventory_item")
if conn_err:
vm.report_errors("item", ["mouse_enter_inventory_item -> ev_mouse_enter_inventory_item error: " + String(conn_err)])
conn_err = connect("mouse_exit_item", $"/root/scene/game", "ev_mouse_exit_item")
if conn_err:
vm.report_errors("item", ["mouse_exit_item -> ev_mouse_exit_item error: " + String(conn_err)])
conn_err = connect("mouse_exit_inventory_item", $"/root/scene/game", "ev_mouse_exit_inventory_item")
if conn_err:
vm.report_errors("item", ["mouse_exit_inventory_item -> ev_mouse_exit_inventory_item error: " + String(conn_err)])
if interact_position:
interact_pos = get_node(interact_position)
elif has_node("interact_pos"):
interact_pos = $"interact_pos"
# }}}
if has_node("camera_pos"):
camera_pos = $"camera_pos"
if events_path != "":
event_table = vm.compile(events_path)
# Forbit pipe because it's used to separate flags from actions, like in `:use item | TK`. And space for good measure.
for c in ["|", " "]:
if c in global_id:
vm.report_errors("item", ["Forbidden character '" + c + "' in global_id: " + global_id])
if has_node("animation"):
animation = $"animation"
conn_err = animation.connect("animation_finished", self, "anim_finished")
if conn_err:
vm.report_errors("item", ["animation_finished -> anim_finished error: " + String(conn_err)])
if has_node("audio"):
audio = $"audio"
audio.set_bus("SFX")
_check_focus(false, false)
if has_node("../terrain"):
terrain = $"../terrain"
terrain_is_scalenodes = terrain is preload("terrain_scalenodes.gd")
_find_sprites(self)
# Initialize Node2D items' terrain status like z-index.
# Stationary items will be set up correctly and
# if an item moves, it will handle this in its _process() loop
_update_terrain(true)
vm.register_object(global_id, self)

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extends Area2D
export var global_id = ""
export var active = true setget set_active,get_active
func set_active(p_active):
active = p_active
if p_active:
show()
else:
hide()
func get_active():
return active
func body_entered(body):
if "check_maps" in body:
body.check_maps = true
func body_exited(body):
if "check_maps" in body:
body.check_maps = false
func _ready():
var conn_err
conn_err = connect("body_entered", self, "body_entered")
if conn_err:
vm.report_errors("lightmap_area", ["body_entered -> body_entered error: " + String(conn_err)])
conn_err = connect("body_exited", self, "body_exited")
if conn_err:
vm.report_errors("item", ["body_exited -> body_exited error: " + String(conn_err)])
vm.register_object(global_id, self)

217
device/globals/main.gd Normal file
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extends Node
var telon
var menu_layer
var wait_timer
var wait_level
var current
var menu_stack = []
var game_size
#warning-ignore:unused_class_variable
var screen_ofs = Vector2(0, 0) # game.gd
func clear_scene():
if current == null:
return
vm.clear_current_action()
vm.clear_current_tool()
vm.hover_clear_stack()
vm.clear_inventory()
vm.clear_tooltip()
vm.clear_action_menu()
get_node("/root").remove_child(current)
current.free()
current = null
func set_scene(p_scene, run_events=true):
if not p_scene:
vm.report_errors("main", ["Trying to set empty scene"])
# Ensure we don't have a regular event running when changing scenes
if vm.running_event:
assert(vm.running_event.ev_name == "load")
if "events_path" in p_scene and p_scene.events_path and run_events:
vm.load_file(p_scene.events_path)
# :setup is pretty much required in the code, but fortunately
# we can help out with cases where one isn't necessary otherwise
if not "setup" in vm.game:
var fake_setup = vm.compile_str(":setup\n")
vm.game["setup"] = fake_setup["setup"]
vm.run_event(vm.game["setup"])
if current != null:
clear_scene()
get_node("/root").add_child(p_scene)
set_current_scene(p_scene, run_events)
func get_current_scene():
return current
func menu_open(menu):
menu_stack.push_back(menu)
if menu_stack.size() == 1:
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "menu_opened")
vm.set_pause(true)
#get_tree().set_pause(true)
pass
func menu_close(p_menu):
if menu_stack.size() == 0 || menu_stack[menu_stack.size()-1] != p_menu:
print("***** warning! closing unknown menu?")
menu_stack.remove(menu_stack.size() - 1)
if menu_stack.size() == 0:
vm.set_pause(false)
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "menu_closed")
#get_tree().set_pause(false)
pass
func load_menu(path):
if path == "":
printt("error: loading empty menu")
return
var menu = load(path)
if menu == null:
printt("error loading menu ", path)
return
printt("************* loding menu ", path, menu)
menu = menu.instance()
menu_layer.add_child(menu)
return menu
func menu_collapse():
var i = menu_stack.size()
while i > 0:
i -= 1
menu_stack[i].menu_collapsed()
func set_current_scene(p_scene, run_events=true):
#print_stack()
current = p_scene
$"/root".move_child(current, 0)
# Loading a save game must set the scene but not run events
if "events_path" in current and current.events_path and run_events:
if vm.game:
# Having a game with `:setup` means we must wait for it to finish
if "setup" in vm.game:
if not vm.running_event:
vm.report_errors("main", ["vm.game has setup but no running_event"])
if vm.running_event.ev_name != "setup":
vm.report_errors("main", ["vm.game has setup but it is not running: " + vm.running_event.ev_name])
yield(vm, "event_done")
else:
vm.load_file(current.events_path)
# For a new game, we must run `:setup` if available
# and wait for it to finish
if "setup" in vm.game:
vm.run_event(vm.game["setup"])
yield(vm, "event_done")
# Because 1) changing a scene and 2) having a scene become ready
# both call `set_current_scene`, we don't want to duplicate thing
if not vm.running_event:
vm.run_game()
vm.register_object("_scene", p_scene, true) # Force overwrite of global
func wait_finished():
vm.finished(wait_level)
func wait(time, level):
wait_level = level
wait_timer.set_wait_time(time)
wait_timer.set_one_shot(true)
wait_timer.start()
func _input(event):
match vm.accept_input:
vm.acceptable_inputs.INPUT_NONE:
# The only acceptable input here is releasing the MMB
if event is InputEventMouseButton:
if not event.pressed:
if event.is_action("game_highlight"):
vm.accept_input = vm.acceptable_inputs.INPUT_ALL
if vm.tooltip:
get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME, "highlight_tooltip", "hide_highlight")
vm.tooltip.force_tooltip_visible(true)
vm.tooltip.update()
return
vm.acceptable_inputs.INPUT_SKIP:
if event is InputEventMouseButton and event.pressed and event.is_action("game_general"):
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "events", "skipped")
return
vm.acceptable_inputs.INPUT_ALL:
if event is InputEventMouseButton:
if event.pressed:
if event.is_action("game_general"):
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "events", "skipped")
elif event.is_action("game_highlight"):
# Deny all input, like walking around with the highlights open
vm.accept_input = vm.acceptable_inputs.INPUT_NONE
get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME, "player", "halt")
if vm.tooltip:
vm.tooltip.force_tooltip_visible(false)
get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME, "highlight_tooltip", "show_highlight")
if event is InputEventKey and event.pressed:
match(event.scancode):
KEY_F12:
OS.print_all_textures_by_size()
KEY_ESCAPE:
get_tree().quit()
KEY_F2:
vm.load_file(ProjectSettings.get_setting("escoria/platform/game_start_script"))
vm.run_game()
KEY_F9:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
KEY_F10:
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
KEY_F11:
OS.window_fullscreen = !OS.window_fullscreen
if menu_stack.size() > 0:
menu_stack[menu_stack.size() - 1].input(event)
elif current != null:
if current.has_node("game"):
current.get_node("game").scene_input(event)
func load_telon():
var tpath = ProjectSettings.get_setting("escoria/platform/telon")
var tres = vm.res_cache.get_resource(tpath)
get_node("layers/telon/telon").replace_by_instance(tres)
telon = get_node("layers/telon/telon")
func _ready():
printt("main ready")
# get_node("/root").set_render_target_clear_on_new_frame(true)
game_size = get_viewport().size
wait_timer = get_node("layers/wait_timer")
if wait_timer != null:
wait_timer.connect("timeout", self, "wait_finished")
add_to_group("game")
menu_layer = get_node("layers/menu")
set_process_input(true)
set_process(true)
call_deferred("load_telon")

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device/globals/main.tscn Normal file
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[gd_scene load_steps=5 format=2]
[ext_resource path="res://globals/main.gd" type="Script" id=1]
[ext_resource path="res://globals/bg_music.tscn" type="PackedScene" id=2]
[ext_resource path="res://globals/bg_snd.tscn" type="PackedScene" id=3]
[ext_resource path="res://ui/dd_player.tscn" type="PackedScene" id=4]
[node name="main" type="Node"]
pause_mode = 2
script = ExtResource( 1 )
[node name="layers" type="Node" parent="." index="0"]
[node name="telon" type="CanvasLayer" parent="layers" index="0"]
layer = 127
offset = Vector2( 0, 0 )
rotation = 0.0
scale = Vector2( 1, 1 )
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
[node name="bg_music" parent="layers/telon" index="0" instance=ExtResource( 2 )]
[node name="telon" parent="layers/telon" index="1" instance_placeholder="res://globals/telon.tscn"]
[node name="bg_snd" parent="layers/telon" index="2" instance=ExtResource( 3 )]
[node name="dialog" type="CanvasLayer" parent="layers" index="1"]
layer = 128
offset = Vector2( 0, 0 )
rotation = 0.0
scale = Vector2( 1, 1 )
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
[node name="dd_player" parent="layers/dialog" index="0" instance=ExtResource( 4 )]
[node name="menu" type="CanvasLayer" parent="layers" index="2"]
layer = 2
offset = Vector2( 0, 0 )
rotation = 0.0
scale = Vector2( 1, 1 )
transform = Transform2D( 1, 0, 0, 1, 0, 0 )
[node name="wait_timer" type="Timer" parent="layers" index="3"]
editor/display_folded = true
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false

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tool
export(Vector2) var front_pos
var pos2DZ
func init_mask():
_update_terrain()
update()
func get_front_position():
if (has_node("front_pos")):
front_pos = get_node("front_pos").get_global_position()
return front_pos
func _update_terrain():
var pos = get_front_position()
set_z_index(pos.y)
set_z_range_min( 1 )
set_z_range_max( pos.y )
func debug_print_z():
printt("MASKS node Z : ", get_z_index())
printt("node", "name", "Z", "Z_range_min", "Z_range_max")
printt("node", get_name(), get_z_index(), get_z_range_min(), get_z_range_max())
print("\n")
func _ready():
init_mask()
#debug_print_z()
pass

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extends NavigationPolygonInstance
export(String) var global_id
func set_active(p_active):
enabled = p_active
if enabled:
show()
else:
hide()
func _ready():
vm.register_object(global_id, self)

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device/globals/npc.gd Normal file
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tool
extends KinematicBody2D
signal left_click_on_npc
signal left_dblclick_on_npc
signal right_click_on_npc
signal mouse_enter_npc
signal mouse_exit_npc
#warning-ignore:unused_class_variable
export var global_id = "" # API property
#warning-ignore:unused_class_variable
export(String, FILE, ".esc") var events_path = "" # API property
export var active = true setget set_active,get_active
export var tooltip = ""
export var action = ""
export(NodePath) var interact_position = null
#warning-ignore:unused_class_variable
export var use_combine = false # game.gd
#warning-ignore:unused_class_variable
export var use_action_menu = true # game.gd
#warning-ignore:unused_class_variable
export(int, -1, 360) var interact_angle = -1
#warning-ignore:unused_class_variable
export(Color) var dialog_color = null
export(Script) var animations
export var talk_animation = "talk"
export var placeholders = {}
export var dynamic_z_index = true
export var speed = 300
export var scale_on_map = false
export var light_on_map = false setget set_light_on_map
var check_maps # set by lightmap_area.gd
var vm # A tool script cannot refer to singletons in Godot
var area
var orig_speed
var anim_notify = null
var anim_scale_override = null
var ui_anim = null
var clicked = false
var interact_pos
var camera_pos
var terrain
var terrain_is_scalenodes
var walk_path
var walk_context
var moved
var last_scale = Vector2(1, 1)
var last_deg = null
var last_dir = 0
var animation
var state = ""
var walk_destination
var path_ofs
var pose_scale = 1
var task
var sprites = []
var audio
# Godot doesn't do doubleclicks so we must
var last_lmb_dt = 0
var waiting_dblclick = false
# This'll contain a highlight tooltip if `tooltip_pos` is set as a child
var highlight_tooltip
var event_table = {}
var width = float(ProjectSettings.get("display/window/size/width"))
var height = float(ProjectSettings.get("display/window/size/height"))
func run_event(p_ev):
vm.emit_signal("run_event", p_ev)
func activate(p_action, p_param = null):
if p_param != null:
p_action = p_action + " " + p_param.global_id
if p_action in event_table:
run_event(event_table[p_action])
else:
return false
return true
func set_active(p_active):
active = p_active
if p_active:
show()
else:
hide()
func set_interactive(p_interactive):
self.area.visible = p_interactive
func get_active():
return active
func get_dialog_pos():
if has_node("dialog_pos"):
return $"dialog_pos".global_position
return global_position
func get_interact_pos():
if interact_pos:
return interact_pos.global_position
return global_position
func get_camera_pos():
if camera_pos:
return camera_pos.global_position
return global_position
#warning-ignore:unused_argument
func anim_finished(anim_name):
# TODO use parameter here?
if anim_notify != null:
vm.finished(anim_notify)
anim_notify = null
if anim_scale_override != null:
set_scale(get_scale() * anim_scale_override)
anim_scale_override = null
# Although states are permanent until changed, the underlying animations are not,
# so we must re-set the state for the appearance of permanence
set_state(state, true)
if animations and "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
#return is_visible()
func get_action():
return action
func mouse_enter():
_check_focus(true, false)
emit_signal("mouse_enter_npc", self)
func mouse_exit():
_check_focus(false, false)
emit_signal("mouse_exit_npc", self)
func area_input(_viewport, event, _shape_idx):
# TODO: Expand this for other input events than mouse
if event is InputEventMouseButton || event.is_action("ui_accept"):
if event.is_pressed():
clicked = vm.hover_stack.front() == self
var ev_pos = get_global_mouse_position()
if event.is_action("game_general"):
if last_lmb_dt <= vm.DOUBLECLICK_TIMEOUT:
emit_signal("left_dblclick_on_npc", self, ev_pos, event)
last_lmb_dt = 0
waiting_dblclick = null
else:
last_lmb_dt = 0
waiting_dblclick = [ev_pos, event]
elif event.is_action("game_rmb"):
emit_signal("right_click_on_npc", self, ev_pos, event)
_check_focus(true, true)
func _check_focus(focus, pressed):
if has_node("_focus_in"):
if focus:
get_node("_focus_in").show()
else:
get_node("_focus_in").hide()
if has_node("_pressed"):
if pressed:
get_node("_pressed").show()
else:
get_node("_pressed").hide()
func get_tooltip(hint=null):
if not tooltip:
return null
# if `development_lang` matches `text_lang`, don't translate
if TranslationServer.get_locale() == ProjectSettings.get_setting("escoria/platform/development_lang"):
if not global_id and ProjectSettings.get_setting("escoria/platform/force_tooltip_global_id"):
vm.report_errors("npc", ["Missing global_id in npc with tooltip '" + tooltip + "'"])
return tooltip
# Otherwise try to return the translated tooltip
var tooltip_identifier = global_id + ".tooltip"
if hint:
tooltip_identifier += "." + hint
var translated = tr(tooltip_identifier)
# Try again if there's no translation for this hint
if translated == "\"":
tooltip_identifier = global_id + ".tooltip"
translated = tr(tooltip_identifier)
# But if translation isn't found, ensure it can be translated and return placeholder
if translated == tooltip_identifier:
if not global_id and ProjectSettings.get_setting("escoria/platform/force_tooltip_global_id"):
vm.report_errors("npc", ["Missing global_id in npc with tooltip '" + tooltip + "'"])
return tooltip_identifier
return translated
func show_highlight():
if not self.visible:
return
if not self.area.visible:
return
if not has_node("tooltip_pos"):
return
highlight_tooltip = vm.tooltip.duplicate()
assert(highlight_tooltip != vm.tooltip)
var tt_pos = $"tooltip_pos".global_position
var tt_text = get_tooltip()
highlight_tooltip.highlight_only = true
highlight_tooltip.follow_mouse = false
highlight_tooltip.text = tt_text
tt_pos = vm.camera.zoom_transform.xform(tt_pos)
# Bail out if we're hopelessly out-of-view
if tt_pos.x < 0 or tt_pos.x > width or tt_pos.y < 0 or tt_pos.y > height:
highlight_tooltip.free()
highlight_tooltip = null
return
vm.tooltip.get_parent().add_child(highlight_tooltip)
highlight_tooltip.set_position(tt_pos)
highlight_tooltip.show()
func hide_highlight():
if not highlight_tooltip:
return
assert(highlight_tooltip.visible)
highlight_tooltip.hide()
highlight_tooltip.free()
highlight_tooltip = null
func global_changed(name):
var ev = "global_changed "+name
if ev in event_table:
run_event(event_table[ev])
elif "global_changed" in event_table:
run_event(event_table.global_changed)
func anim_get_ph_paths(p_anim):
if !(p_anim in placeholders):
return null
var ret = []
for p in placeholders[p_anim]:
var n = get_node(p)
if !(n is InstancePlaceholder):
continue
ret.push_back(n.get_instance_path())
return ret
func play_anim(p_anim, p_notify = null, p_reverse = false, p_flip = null):
if p_notify == null and (!animation or !animation.has_animation(p_anim)):
print("skipping cut scene '", p_anim, "'")
vm.finished(p_notify)
#_debug_states()
return
if p_anim in placeholders:
for npath in placeholders[p_anim]:
var node = get_node(npath)
if !node is InstancePlaceholder:
continue
var path = node.get_instance_path()
var res = vm.res_cache.get_resource(path)
node.replace_by_instance(res)
_find_sprites(get_node(npath))
if p_flip != null:
var s = get_scale()
set_scale(s * p_flip)
anim_scale_override = p_flip
else:
anim_scale_override = null
if p_reverse:
animation.play(p_anim, -1, -1, true)
else:
animation.play(p_anim)
anim_notify = p_notify
#_debug_states()
func play_snd(p_snd, p_loop=false):
if !audio:
vm.report_errors("npc", ["play_snd called with no audio node"])
return
var resource = load(p_snd)
if !resource:
vm.report_errors("npc", ["play_snd resource not found " + p_snd])
return
audio.stream = resource
audio.stream.set_loop(p_loop)
audio.play()
#_debug_states()
func set_speaking(p_speaking):
printt("npc set speaking! ", global_id, p_speaking, state)
#print_stack()
if !animation:
return
if talk_animation == "":
return
if p_speaking:
if animation.has_animation(talk_animation):
animation.play(talk_animation)
animation.seek(0, true)
else:
set_state(state, true)
if animations and "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
func set_state(p_state, p_force = false):
if state == p_state && !p_force:
return
# printt("set state ", "global_id: ", global_id, "state: ", state, "p_state: ", p_state, "p_force: ", p_force)
state = p_state
if animation != null:
# Though calling `.play()` probably stops the animation, be safe.
animation.stop()
if animation.has_animation(p_state):
animation.play(p_state)
func teleport(obj, angle=null):
set_position(obj.global_position)
if angle:
set_angle(angle)
moved = true
_update_terrain(true)
func teleport_pos(x, y, angle=null):
set_position(Vector2(x, y))
if angle:
set_angle(angle)
moved = true
_update_terrain(true)
func _update_terrain(need_z_update=false):
# Objects in the scene tree will issue errors unless this is conditional
if not terrain:
return
var pos = get_position()
if dynamic_z_index and need_z_update:
z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
if !scale_on_map && !light_on_map:
return
var scale_range
if terrain_is_scalenodes:
scale_range = terrain.get_terrain(pos)
elif check_maps:
var color = terrain.get_terrain(pos)
scale_range = terrain.get_scale_range(color.b)
if scale_on_map and scale_range != get_scale():
# Check if `interact_pos` is a child of ours, and if so,
# take a backup of the global position, because it will be affected by scaling.
var interact_global_position
if has_node("interact_pos"):
interact_global_position = interact_pos.get_global_position()
# Same for camera_pos
var camera_global_position
if has_node("camera_pos"):
camera_global_position = camera_pos.get_global_position()
self.scale = scale_range
# If `interact_pos` is a child, it was affected by scaling, so reset it
# to the expected location.
if interact_global_position:
interact_pos.global_position = interact_global_position
# And camera position
if camera_global_position:
camera_pos.global_position = camera_global_position
if light_on_map and check_maps:
var c = terrain.get_light(pos)
if c:
modulate(c)
# The npc's - as the player's - `animations` define the direction
# as 1 or -1. This is stored as `pose_scale` and the easiest way
# to flip a node is multiply its x-axis scale.
if pose_scale == -1 and $"sprite".scale.x > 0:
$"sprite".scale.x *= pose_scale
$"area".scale.x *= pose_scale
elif pose_scale == 1 and $"sprite".scale.x < 0:
$"sprite".scale.x *= -1
$"area".scale.x *= -1
func _check_bounds():
printt("_check_bounds", terrain)
#printt("checking bouds for pos ", get_position(), terrain.is_solid(get_position()))
if !scale_on_map:
return
if !Engine.is_editor_hint():
return
if !terrain:
return
if terrain.is_solid(get_position()):
if has_node("terrain_icon"):
get_node("terrain_icon").hide()
else:
if !has_node("terrain_icon"):
var node = Sprite.new()
var tex = load("res://globals/terrain.png")
node.set_texture(tex)
add_child(node)
node.set_name("terrain_icon")
get_node("terrain_icon").show()
func _notification(what):
if !is_inside_tree() || !Engine.is_editor_hint():
return
if what == CanvasItem.NOTIFICATION_TRANSFORM_CHANGED:
call_deferred("_editor_transform_changed")
func _editor_transform_changed():
_update_terrain()
_check_bounds()
func hint_request():
if !get_active():
return
if !vm.can_interact():
return
if ui_anim == null:
return
if ui_anim.is_playing():
return
ui_anim.play("hint")
func setup_ui_anim():
if has_node("ui_anims"):
ui_anim = get_node("ui_anims")
for bg in get_tree().get_nodes_in_group("background"):
bg.connect("right_click_on_bg", self, "hint_request")
var conn_err = vm.connect("global_changed", self, "global_changed")
if conn_err:
vm.report_errors("npc", ["global_changed -> global_changed error: " + String(conn_err)])
func set_light_on_map(p_light):
light_on_map = p_light
if light_on_map:
_update_terrain()
else:
modulate(Color(1, 1, 1, 1))
func slide_to(pos, context = null):
# Assume a straight line, and leverage some walk functionality
walk_path = [get_position(), pos]
walk_context = context
if walk_path.size() == 0:
walk_stop(get_position())
set_process(false)
task = null
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0.0
task = "slide"
set_process(true)
func slide(pos, p_speed, context = null):
if p_speed:
orig_speed = speed
speed = p_speed
slide_to(pos, context)
func walk_stop(pos):
set_position(pos)
walk_path = []
if orig_speed:
speed = orig_speed
orig_speed = null
# Walking is not a state, but we must re-set our previous state to reset the animation
set_state(state)
if task == "walk":
if "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain(true)
task = null
if walk_context != null:
vm.finished(walk_context)
walk_context = null
func walk_to(pos, context = null):
walk_path = terrain.get_terrain_path(get_position(), pos)
walk_context = context
if walk_path.size() == 0:
walk_stop(get_position())
set_process(false)
task = null
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
if terrain.is_solid(pos):
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0.0
task = "walk"
set_process(true)
func walk(pos, p_speed, context = null):
if p_speed:
orig_speed = speed
speed = p_speed
walk_to(pos, context)
func modulate(color):
for s in sprites:
s.set_modulate(color)
func _physics_process(dt):
last_lmb_dt += dt
if waiting_dblclick and last_lmb_dt > vm.DOUBLECLICK_TIMEOUT:
emit_signal("left_click_on_npc", self, waiting_dblclick[0], waiting_dblclick[1])
last_lmb_dt = 0
waiting_dblclick = null
func _process(time):
if task == "walk" or task == "slide":
var to_walk = speed * last_scale.x * time
var pos = get_position()
var old_pos = pos
if walk_path.size() > 0:
while to_walk > 0:
var next
if walk_path.size() > 1:
next = walk_path[path_ofs + 1]
else:
next = walk_path[path_ofs]
var dist = pos.distance_to(next)
if dist > to_walk:
var n = (next - pos).normalized()
pos = pos + n * to_walk
break
pos = next
to_walk -= dist
path_ofs += 1
if path_ofs >= walk_path.size() - 1:
walk_stop(walk_destination)
set_process(false)
return
var angle = (old_pos.angle_to_point(pos)) * -1
set_position(pos)
if task == "walk":
last_deg = vm._get_deg_from_rad(angle)
last_dir = vm._get_dir_deg(last_deg, animations)
if animation:
if animation.get_current_animation() != animations.directions[last_dir]:
animation.play(animations.directions[last_dir])
pose_scale = animations.directions[last_dir+1]
# If a z-indexed npc is moved, forcibly update its z index
_update_terrain(true)
func turn_to(deg):
if deg < 0 or deg > 360:
vm.report_errors("interactive", ["Invalid degree to turn to " + str(deg)])
moved = true
last_deg = deg
last_dir = vm._get_dir_deg(deg, animations)
if animation and animations and "directions" in animations:
if !animation.get_current_animation() or animation.get_current_animation() != animations.directions[last_dir]:
# XXX: This requires manually scripting a wait
# and setting the correct idle animation
animation.play(animations.directions[last_dir])
pose_scale = animations.directions[last_dir + 1]
_update_terrain()
func set_angle(deg):
if deg < 0 or deg > 360:
# Compensate for savegame files during a broken version of Escoria
if vm.loading_game:
vm.report_warnings("interactive", ["Reset invalid degree " + str(deg)])
deg = 0
else:
vm.report_errors("interactive", ["Invalid degree to turn to " + str(deg)])
moved = true
last_deg = deg
last_dir = vm._get_dir_deg(deg, animations)
if animation and animations and "idles" in animations:
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
func _find_sprites(p = null):
if p is CanvasItem:
sprites.push_back(p)
for i in range(0, p.get_child_count()):
_find_sprites(p.get_child(i))
func _ready():
add_to_group("npc")
add_to_group("highlight_tooltip")
if has_node("../terrain"):
terrain = $"../terrain"
terrain_is_scalenodes = terrain is preload("terrain_scalenodes.gd")
if interact_position:
interact_pos = get_node(interact_position)
elif has_node("interact_pos"):
interact_pos = $"interact_pos"
if has_node("camera_pos"):
camera_pos = $"camera_pos"
_find_sprites(self)
# Initialize Node2D items' terrain status like z-index.
# Stationary items will be set up correctly and
# if an npc moves, it will handle this in its _process() loop
_update_terrain(true)
if Engine.is_editor_hint():
return
vm = $"/root/vm"
var conn_err
# {{{ Check for interaction area and connect signals only if the npc is interactive
area = get_node("area")
conn_err = area.connect("input_event", self, "area_input")
if conn_err:
vm.report_errors("npc", ["area.input_event -> area_input error: " + String(conn_err)])
conn_err = area.connect("mouse_entered", self, "mouse_enter")
if conn_err:
vm.report_errors("npc", ["mouse_entered -> mouse_enter error: " + String(conn_err)])
conn_err = area.connect("mouse_exited", self, "mouse_exit")
if conn_err:
vm.report_errors("npc", ["mouse_exited -> mouse_exit error: " + String(conn_err)])
conn_err = connect("left_click_on_npc", $"/root/scene/game", "ev_left_click_on_npc")
if conn_err:
vm.report_errors("npc", ["left_click_on_npc -> ev_left_click_on_npc error: " + String(conn_err)])
conn_err = connect("left_dblclick_on_npc", $"/root/scene/game", "ev_left_dblclick_on_npc")
if conn_err:
vm.report_errors("npc", ["left_dblclick_on_npc -> ev_left_dblclick_on_npc error: " + String(conn_err)])
conn_err = connect("right_click_on_npc", $"/root/scene/game", "ev_right_click_on_npc")
if conn_err:
vm.report_errors("npc", ["right_click_on_npc -> ev_right_click_on_npc error: " + String(conn_err)])
conn_err = connect("mouse_enter_npc", $"/root/scene/game", "ev_mouse_enter_npc")
if conn_err:
vm.report_errors("npc", ["mouse_enter_npc -> ev_mouse_enter_npc error: " + String(conn_err)])
conn_err = connect("mouse_exit_npc", $"/root/scene/game", "ev_mouse_exit_npc")
if conn_err:
vm.report_errors("npc", ["mouse_exit_npc -> ev_mouse_exit_npc error: " + String(conn_err)])
# }}}
if events_path != "":
event_table = vm.compile(events_path)
# Forbit pipe because it's used to separate flags from actions, like in `:use item | TK`. And space for good measure.
for c in ["|", " "]:
if c in global_id:
vm.report_errors("npc", ["Forbidden character '" + c + "' in global_id: " + global_id])
if not has_node("sprite"):
vm.report_errors("npc", ["No sprite node set"])
if not has_node("collision"):
vm.report_errors("npc", ["No collision node set"])
if has_node("animation"):
animation = $"animation"
conn_err = animation.connect("animation_finished", self, "anim_finished")
if conn_err:
vm.report_errors("npc", ["animation_finished -> anim_finished error: " + String(conn_err)])
if has_node("audio"):
audio = $"audio"
audio.set_bus("SFX")
_check_focus(false, false)
vm.register_object(global_id, self)

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device/globals/player.gd Normal file
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tool
extends KinematicBody2D
var task
var walk_destination
var animation
var vm # A tool script cannot refer to singletons in Godot
var terrain
var terrain_is_scalenodes
var walk_path
var walk_context
var moved
var path_ofs
export var speed = 300
export var v_speed_damp = 1.0
export(Script) var animations
#warning-ignore:unused_class_variable
export(Color) var dialog_color = null
var last_deg = null
var last_dir = 0
var last_scale
var pose_scale = 1
var params_queue
export var telekinetic = false
var check_maps # set by lightmap_area.gd
var orig_speed
var anim_notify = null
var anim_scale_override = null
var sprites = []
export var placeholders = {}
# Use `interact_status` to prevent player from moving past target when interacting.
# This appears to happen because Godot doesn't discern a click from a double click
# until the second click happens, by which time the player is already underway to
# an invalid position.
var interact_status = 0
enum interact_statuses {INTERACT_NONE, INTERACT_STARTED, INTERACT_WALKING}
func get_camera_pos():
if has_node("camera_pos"):
return $"camera_pos".global_position
return global_position
func get_dialog_pos():
if has_node("dialog_pos"):
return $"dialog_pos".global_position
return global_position
func resolve_angle_to(obj):
# Set `last_deg` and `last_dir` as they are globals
var angle = self.position.angle_to_point(obj.position) * -1
last_deg = vm._get_deg_from_rad(angle)
# printt("Resolve angle from ", self.position, " to ", obj.position, ":", last_deg)
last_dir = vm._get_dir_deg(last_deg, animations)
func set_active(p_active):
if p_active:
show()
else:
hide()
func walk_to(pos, context = null):
if not terrain:
return walk_stop(get_position())
if interact_status == interact_statuses.INTERACT_WALKING:
return
if interact_status == interact_statuses.INTERACT_STARTED:
interact_status = interact_statuses.INTERACT_WALKING
walk_path = terrain.get_terrain_path(get_position(), pos)
walk_context = context
if walk_path.size() == 0:
task = null
walk_stop(get_position())
set_process(false)
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
if terrain.is_solid(pos):
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0.0
task = "walk"
set_process(true)
func walk(pos, p_speed, context = null):
if p_speed:
orig_speed = speed
speed = p_speed
walk_to(pos, context)
func anim_finished(anim_name):
# Ignore the signal if the previous animation finished while we're actually playing another one
if animation.get_current_animation() and anim_name != animation.get_current_animation():
# printt("player: anim_finished: ignore", anim_name, animation.get_current_animation())
return
if anim_notify != null:
vm.finished(anim_notify)
anim_notify = null
if anim_scale_override != null:
.set_scale(.get_scale() * anim_scale_override)
anim_scale_override = null
animation.play(animations.idles[last_dir])
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
func set_speaking(p_speaking):
if p_speaking:
animation.play(animations.speaks[last_dir])
pose_scale = animations.speaks[last_dir + 1]
else:
animation.play(animations.idles[last_dir])
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
func _find(p_val, p_array, p_flip):
var i = 0
for v in p_array:
if typeof(v) == typeof(p_val) && v == p_val:
if p_flip == null:
return i
else:
if p_array[i+1] == p_flip:
return i
i += 1
return -1
func anim_get_ph_paths(p_anim):
if !(p_anim in placeholders):
return null
var ret = []
for p in placeholders[p_anim]:
var n = get_node(p)
if !(n is InstancePlaceholder):
continue
ret.push_back(n.get_instance_path())
return ret
func play_anim(p_anim, p_notify = null, p_reverse = false, p_flip = null):
if not animation:
vm.report_errors("player", ["Animation not found for play_anim"])
if not animation.has_animation(p_anim):
vm.report_errors("player", [animation.name + " does not contain " + p_anim])
if p_notify != null && (!animation || !animation.has_animation(p_anim)):
vm.finished(p_notify)
return
if p_anim in placeholders:
for npath in placeholders[p_anim]:
var node = get_node(npath)
if !(node is InstancePlaceholder):
continue
var path = node.get_instance_path()
var res = vm.res_cache.get_resource(path)
node.replace_by_instance(res)
_find_sprites(get_node(npath))
pose_scale = 1
_update_terrain()
if p_flip != null:
var s = .get_scale()
.set_scale(s * p_flip)
anim_scale_override = p_flip
else:
anim_scale_override = null
if p_reverse:
animation.play(p_anim, -1, -1, true)
else:
animation.play(p_anim)
anim_notify = p_notify
var dir = _find(p_anim, animations.directions, p_flip.x)
if dir == -1:
dir = _find(p_anim, animations.idles, p_flip.x)
if dir != -1:
last_dir = dir
set_process(false)
func interact(p_params):
interact_status = interact_statuses.INTERACT_STARTED
var obj = p_params[0]
var action = p_params[1]
var pos
if obj.has_method("get_interact_pos"):
pos = obj.get_interact_pos()
else:
pos = obj.get_global_position()
# Check if we are using an item with another, lest we fall back to fallbacks' :use
# so this reworks action to match `:use inv_ice_cream`
if p_params.size() > 2 and p_params[2]:
var target = p_params[2].global_id
action += " " + target
# It's safe to assume false, because it most likely gets reset
# or we pass control over to fallbacks in game.interact()
var do_walk = false
var telekinetic_action = false
if action in obj.event_table:
var ev_flags = obj.event_table[action]["ev_flags"]
# Triggering a telekinetic default action by double-clicking will set
# the player walking, so stop as immediately as possible. It would be
# better if Godot waited a while to see if the first click of a double-click
# is a click or should it be handled as a double-click.
if not "TK" in ev_flags:
do_walk = true
else:
telekinetic_action = true
if walk_path:
walk_stop(walk_path[0])
else:
walk_stop(get_position())
if not walk_context:
walk_context = {"fast": true}
else:
walk_context["fast"] = true
do_walk = true
if (not telekinetic and do_walk) and get_global_position().distance_to(pos) > 10:
# It's important to set the queue before walking, so it
# is in effect until walk_stop() has to reset the queue.
params_queue = p_params
walk_to(pos, walk_context)
else:
if animations.dir_angles.size() > 0:
if not telekinetic_action and obj.interact_angle != -1:
last_dir = vm._get_dir_deg(obj.interact_angle, animations)
else:
resolve_angle_to(obj)
animation.play(animations.idles[last_dir])
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
get_tree().call_group_flags(SceneTree.GROUP_CALL_DEFAULT, "game", "interact", p_params)
func slide_to(pos, context = null):
# Assume a straight line, and leverage some walk functionality
walk_path = [get_position(), pos]
walk_context = context
if walk_path.size() == 0:
walk_stop(get_position())
set_process(false)
task = null
return
moved = true
walk_destination = walk_path[walk_path.size()-1]
path_ofs = 0.0
task = "slide"
set_process(true)
func slide(pos, p_speed, context = null):
if p_speed:
orig_speed = speed
speed = p_speed
slide_to(pos, context)
func halt():
return walk_stop(self.global_position)
func walk_stop(pos):
set_position(pos)
interact_status = interact_statuses.INTERACT_NONE
walk_path = []
if orig_speed:
speed = orig_speed
orig_speed = null
task = null
moved = false
set_process(false)
if params_queue != null:
if animations.dir_angles.size() > 0:
if params_queue[0].interact_angle == -1:
resolve_angle_to(params_queue[0])
else:
last_dir = vm._get_dir_deg(params_queue[0].interact_angle, animations)
animation.play(animations.idles[last_dir])
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
else:
animation.play(animations.idles[last_dir])
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 = null
else:
animation.play(animations.idles[last_dir])
pose_scale = animations.idles[last_dir + 1]
_update_terrain()
if walk_context != null:
vm.finished(walk_context)
walk_context = null
func _notification(what):
if !is_inside_tree() || !Engine.is_editor_hint():
return
if what == CanvasItem.NOTIFICATION_TRANSFORM_CHANGED:
call_deferred("_editor_transform_changed")
func _editor_transform_changed():
_update_terrain()
_check_bounds()
func _check_bounds():
if !terrain:
return
#printt("checking bouds for pos ", get_position(), terrain.is_solid(get_position()))
if terrain.is_solid(get_position()):
if has_node("terrain_icon"):
get_node("terrain_icon").hide()
else:
if !has_node("terrain_icon"):
var node = Sprite.new()
var tex = load("res://globals/terrain.png")
node.set_texture(tex)
add_child(node)
node.set_name("terrain_icon")
get_node("terrain_icon").show()
func _update_terrain():
if !terrain:
return
var pos = get_position()
z_index = pos.y if pos.y <= VisualServer.CANVAS_ITEM_Z_MAX else VisualServer.CANVAS_ITEM_Z_MAX
var color
if terrain_is_scalenodes:
last_scale = terrain.get_terrain(pos)
self.scale = last_scale
elif check_maps:
color = terrain.get_terrain(pos)
var scal = terrain.get_scale_range(color.b)
if scal != get_scale():
last_scale = scal
self.scale = last_scale
# Do not flip the entire player character, because that would conflict
# with shadows that expect to be siblings of $"sprite"
if pose_scale == -1 and $"sprite".scale.x > 0:
$"sprite".scale.x *= pose_scale
$"collision".scale.x *= pose_scale
elif pose_scale == 1 and $"sprite".scale.x < 0:
$"sprite".scale.x *= -1
$"collision".scale.x *= -1
if check_maps:
color = terrain.get_light(pos)
if color:
for s in sprites:
s.set_modulate(color)
func _process(time):
if task == "walk" or task == "slide":
var pos = get_position()
var old_pos = pos
var next
if walk_path.size() > 1:
next = walk_path[path_ofs + 1]
else:
next = walk_path[path_ofs]
var dist = speed * time * pow(last_scale.x, 2) * terrain.player_speed_multiplier
if walk_context and "fast" in walk_context and walk_context.fast:
dist *= terrain.player_doubleclick_speed_multiplier
var dir = (next - pos).normalized()
# assume that x^2 + y^2 == 1, apply v_speed_damp the y axis
#printt("dir before", dir)
dir = dir * (dir.x * dir.x + dir.y * dir.y * v_speed_damp)
#printt("dir after", dir, dist)
var new_pos
if pos.distance_to(next) < dist:
new_pos = next
path_ofs += 1
else:
new_pos = pos + dir * dist
if path_ofs >= walk_path.size() - 1:
walk_stop(walk_destination)
return
pos = new_pos
var angle = (old_pos.angle_to_point(pos)) * -1
set_position(pos)
if task == "walk":
last_deg = vm._get_deg_from_rad(angle)
last_dir = vm._get_dir_deg(last_deg, animations)
if animation.get_current_animation() != animations.directions[last_dir]:
animation.play(animations.directions[last_dir])
pose_scale = animations.directions[last_dir+1]
_update_terrain()
else:
moved = false
func teleport(obj, angle=null):
if animations.dir_angles.size() > 0 and not angle:
if "interact_angle" in obj and obj.interact_angle != -1:
last_deg = obj.interact_angle
last_dir = vm._get_dir_deg(obj.interact_angle, animations)
animation.play(animations.idles[last_dir])
pose_scale = animations.idles[last_dir + 1]
elif angle:
set_angle(angle)
var pos
if obj.has_method("get_interact_pos"):
pos = obj.get_interact_pos()
else:
pos = obj.get_global_position()
set_position(pos)
moved = true
_update_terrain()
func set_state(costume):
# Set a costume-state by changing the AnimationPlayer.
if has_node(costume):
animation = get_node(costume)
else:
vm.report_errors("player", ["Costume AnimationPlayer '" + costume + "' not found"])
animation.play(animations.idles[last_dir])
func teleport_pos(x, y, angle=null):
set_position(Vector2(x, y))
if angle:
set_angle(angle)
moved = true
_update_terrain()
func turn_to(deg):
if deg < 0 or deg > 360:
vm.report_errors("player", ["Invalid degree to turn to " + str(deg)])
moved = true
last_deg = deg
last_dir = vm._get_dir_deg(deg, animations)
if animation.get_current_animation() != animations.directions[last_dir]:
animation.play(animations.directions[last_dir])
pose_scale = animations.directions[last_dir+1]
_update_terrain()
func set_angle(deg):
if deg < 0 or deg > 360:
# Compensate for savegame files during a broken version of Escoria
if vm.loading_game:
vm.report_warnings("player", ["Reset invalid degree " + str(deg)])
deg = 0
else:
vm.report_errors("player", ["Invalid degree to turn to " + str(deg)])
moved = true
last_deg = deg
last_dir = vm._get_dir_deg(deg, animations)
# The player may have a state animation from before, which would be
# resumed, so we immediately force the correct idle animation
if animation.get_current_animation() != animations.idles[last_dir]:
animation.play(animations.idles[last_dir])
pose_scale = animations.idles[last_dir+1]
_update_terrain()
func _find_sprites(p = null):
if p is CanvasItem:
sprites.push_back(p)
for i in range(0, p.get_child_count()):
_find_sprites(p.get_child(i))
func _ready():
add_to_group("player")
if has_node("../terrain"):
terrain = $"../terrain"
terrain_is_scalenodes = terrain is preload("terrain_scalenodes.gd")
_find_sprites(self)
# Set the player up for z-index, scale, light etc, update later when moving
_update_terrain()
if Engine.is_editor_hint():
return
vm = $"/root/vm"
if not has_node("sprite"):
vm.report_errors("player", ["No sprite node set"])
if not has_node("collision"):
vm.report_errors("player", ["No collision node set"])
if has_node("default"):
animation = $"default"
if not animations:
vm.report_errors("player", ["Animations not set for player."])
else:
vm.report_errors("player", ["No default AnimationPlayer found"])
for child in get_children():
if child is AnimationPlayer:
child.connect("animation_finished", self, "anim_finished")
vm.register_object("player", self)
last_scale = .get_scale()
set_process(true)

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@ -0,0 +1,190 @@
var thread
var mutex
var sem
#warning-ignore:unused_class_variable
var time_max = 100 # msec
var queue = []
var pending = {}
#warning-ignore:unused_argument
func _lock(caller):
mutex.lock()
#warning-ignore:unused_argument
func _unlock(caller):
mutex.unlock()
#warning-ignore:unused_argument
func _post(caller):
sem.post()
#warning-ignore:unused_argument
func _wait(caller):
sem.wait()
func queue_resource(path, p_in_front = false, p_permanent = false):
_lock("queue_resource")
if path in pending:
_unlock("queue_resource")
return
elif ResourceLoader.has(path):
var res = ResourceLoader.load(path)
pending[path] = { "res": res, "permanent": p_permanent }
_unlock("queue_resource")
return
else:
var res = ResourceLoader.load_interactive(path)
res.set_meta("path", path)
if p_in_front:
queue.insert(0, res)
else:
queue.push_back(res)
pending[path] = { "res": res, "permanent": p_permanent }
_post("queue_resource")
_unlock("queue_resource")
return
func cancel_resource(path):
_lock("cancel_resource")
if path in pending:
if pending[path].res is ResourceInteractiveLoader:
queue.erase(pending[path].res)
pending.erase(path)
_unlock("cancel_resource")
func clear():
_lock("clear")
for p in pending.keys():
if pending[p].permanent:
continue
cancel_resource(p)
#queue = []
#pending = {}
_unlock("clear")
func get_progress(path):
_lock("get_progress")
var ret = -1
if path in pending:
if pending[path].res is ResourceInteractiveLoader:
ret = float(pending[path].res.get_stage()) / float(pending[path].res.get_stage_count())
else:
ret = 1.0
emit_signal("resource_loading_done", path)
emit_signal("resource_loading_progress", path, ret)
_unlock("get_progress")
return ret
func is_ready(path):
var ret
_lock("is_ready")
if path in pending:
ret = !(pending[path].res is ResourceInteractiveLoader)
else:
ret = false
_unlock("is_ready")
return ret
func _wait_for_resource(res, path):
_unlock("wait_for_resource")
while true:
#VisualServer.call("sync") # workaround because sync is a keyword
VisualServer.force_sync()
OS.delay_usec(16000) # wait 1 frame
_lock("wait_for_resource")
if queue.size() == 0 || queue[0] != res:
return pending[path].res
_unlock("wait_for_resource")
func get_resource(path):
_lock("get_resource")
if path in pending:
if pending[path].res is ResourceInteractiveLoader:
var res = pending[path].res
if res != queue[0]:
var pos = queue.find(res)
queue.remove(pos)
queue.insert(0, res)
res = _wait_for_resource(res, path)
if !pending[path].permanent:
pending.erase(path)
_unlock("return")
return res
else:
var res = pending[path].res
if !pending[path].permanent:
pending.erase(path)
_unlock("return")
return res
else:
_unlock("return")
return ResourceLoader.load(path)
func thread_process():
_wait("thread_process")
_lock("process")
while queue.size() > 0:
var res = queue[0]
_unlock("process_poll")
var ret = res.poll()
_lock("process_check_queue")
var path = res.get_meta("path")
if ret == ERR_FILE_EOF || ret != OK:
printt("finished loading ", path)
if path in pending: # else it was already retrieved
pending[res.get_meta("path")].res = res.get_resource()
queue.erase(res) # something might have been put at the front of the queue while we polled, so use erase instead of remove
emit_signal("resource_queue_progress", queue.size())
get_progress(path)
_unlock("process")
#warning-ignore:unused_argument
func thread_func(u):
while true:
thread_process()
func print_progress(p_path, p_progress):
printt(p_path, "loading", round(p_progress * 100), "%")
func res_loaded(p_path):
printt("loaded resource", p_path)
func print_queue_progress(p_queue_size):
printt("queue size:", p_queue_size)
func start():
mutex = Mutex.new()
sem = Semaphore.new()
thread = Thread.new()
thread.start(self, "thread_func", 0)
add_user_signal("resource_loading_progress", ["path", "progress"])
add_user_signal("resource_loading_done", ["path"])
add_user_signal("resource_queue_progress", ["queue_size"])
## Uncomment these for debug, or wait for someone to implement log levels
# connect("resource_loading_progress", self, "print_progress")
# connect("resource_loading_done", self, "res_loaded")
# connect("resource_queue_progress", self, "print_queue_progress")

202
device/globals/save_data.gd Normal file
View file

@ -0,0 +1,202 @@
const DATA_STRING = 0
const DATA_STRING_ARRAY = 1
const DATA_VARIANT = 2
var base = "user://esc_saves"
var slots = {}
var max_slots = 3
var settings
func save_settings(p_data, p_callback):
var f = File.new()
f.open("user://settings.bin", File.WRITE)
f.store_var(p_data)
f.close()
if typeof(p_callback) != typeof(null):
p_callback[0].call_deferred(p_callback[1], OK)
return OK
func load_settings(p_callback):
var f = File.new()
f.open("user://settings.bin", File.READ)
if !f.is_open():
if typeof(p_callback) != typeof(null):
p_callback[0].call_deferred(p_callback[1], null)
return FAILED
settings = f.get_var()
f.close()
if typeof(p_callback) != typeof(null):
p_callback[0].call_deferred(p_callback[1], settings)
return OK
func _get_fname(p_slot):
var date = OS.get_date()
var time = OS.get_time()
var day = str(date.day)
if date.day < 10:
day = "0"+day
var hour = str(time.hour)
if time.hour < 10:
hour = "0"+hour
var minute = str(time.minute)
if time.minute < 10:
minute = "0"+minute
var second = str(time.second)
if time.second < 10:
second = "0"+second
var fname = str(p_slot) + "-"
fname = fname + day + "-" + str(date.month) + "-" + str(date.year) + " " + hour+"."+minute+"."+second+".esc"
return fname
func save_game(p_data, p_slot, p_callback):
if p_slot < 0 || p_slot >= max_slots:
return FAILED
var fname = _get_fname(p_slot)
var ret = _do_save(base + "/" + fname, p_data)
if ret != OK:
if typeof(p_callback) != typeof(null):
p_callback[0].call_deferred(p_callback[1], FAILED)
return FAILED
if p_slot in slots:
var old_fname = slots[p_slot].fname
var d = Directory.new()
d.open(base)
d.remove(old_fname)
if typeof(p_callback) != typeof(null):
p_callback[0].call_deferred(p_callback[1], OK)
return OK
func _do_save(fname, p_data):
var f = File.new()
var ret = f.open(fname, File.WRITE)
if ret or not f.is_open():
print("Unable to open file for save ", fname)
return FAILED
if typeof(p_data) == typeof([]):
for s in p_data:
f.store_string(s)
else:
f.store_string(p_data)
f.close()
printt("Saved game to " + fname)
return OK
func load_slot(p_slot, p_callback):
if p_callback == null:
return FAILED
if !(p_slot in slots):
return FAILED
var data = _do_load(slots[p_slot].fname)
if !data:
return FAILED
p_callback[0].call_deferred(p_callback[1], data)
return OK
func load_autosave(p_callback):
if p_callback == null:
return FAILED
var data = _do_load("user://quick_save.esc")
if data == null:
return FAILED
p_callback[0].call_deferred(p_callback[1], data)
return OK
func _do_load(fname):
var f = File.new()
if !f.file_exists(fname):
return null
f.open(fname, File.READ)
var data = f.get_as_text()
f.close()
return data
func autosave(p_data, p_callback):
var err = _do_save("user://quick_save.esc", p_data)
if typeof(p_callback) != typeof(null):
p_callback[0].call_deferred(p_callback[1], err)
return err
func get_slots_available(p_callback):
if p_callback == null:
return FAILED
var d = Directory.new()
d.open("user://")
if !d.dir_exists(base):
d.make_dir(base)
d.open(base)
d.list_dir_begin()
var f = d.get_next()
while f != "":
if f.find(".esc") < 0 || f.find("-") < 0:
f = d.get_next()
continue
var sep = f.find("-")
var n = int(f.substr(0, sep))
if n >= max_slots:
f = d.get_next()
continue
var t = f.replace(".esc", "")
t = t.substr(2, t.length()-2)
var l = t.split(" ")
var h = l[1]
var date = l[0]
slots[n] = { "n": n, "fname": base + "/" + f, "date": date, "hour": h }
f = d.get_next()
d.list_dir_end()
p_callback[0].call_deferred(p_callback[1], slots)
return OK
func autosave_available():
var f = File.new()
return f.file_exists("user://quick_save.esc")
func start():
pass

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