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feat: Updated exit documentation #545

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Mar 21, 2022
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13 changes: 12 additions & 1 deletion addons/escoria-core/game/core-scripts/esc_exit.gd
Original file line number Diff line number Diff line change
@@ -1,4 +1,15 @@
# An item that streamlines exiting scenes
# An ESCExit is a minimal feature node that provides an exit to a room.
#
# For exits that don't require scripts, the ``ESCExit`` node is provided.
# The only things you will need to configure on the node are the
# "target_scene" to change to, and optionally, a "switch
# sound" (the sound to play when changing rooms).
#
# If you want to attach the exit to a script to perform additional actions -
# a cutscene for example, use an ESCItem with "Is Exit" selected instead.
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#
# The game character will automatically walk to an ESCLocation created as a
# child of an ESCExit node.
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extends ESCItem
class_name ESCExit, "res://addons/escoria-core/design/esc_exit.svg"

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16 changes: 14 additions & 2 deletions addons/escoria-core/game/core-scripts/esc_item.gd
Original file line number Diff line number Diff line change
@@ -1,4 +1,14 @@
# ESCItem is a Sprite that defines an item, potentially interactive
# An ESCItem defines a (usually interactive) item in the game.
#
# When interacting with an ESCItem, the game character will automatically
# walk to an ESCLocation that is created as a child of an ESCItem.
#
# By selecting the "Is Exit" checkbox when you create an ``ESCItem``
# node, Escoria will look for a ":exit_scene" event in the attached script file.
# Any commands you place in the ":exit_scene" event will be run when the player
# chooses to "use" the exit - for example, saying a goodbye, or running a
# cutscene. Place a "change_scene" command as part of this event to move the
# character to the next room.
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tool
extends Area2D
class_name ESCItem, "res://addons/escoria-core/design/esc_item.svg"
Expand Down Expand Up @@ -53,7 +63,9 @@ export(String) var global_id
# The ESC script for this item
export(String, FILE, "*.esc") var esc_script

# If true, the ESC script may have an ":exit_scene" event to manage scene changes
# If true, the ESC script may have an ":exit_scene" event to manage scene changes.
# For simple exits that do not require scripted actions, the ESCExit node may be
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# preferred.
export(bool) var is_exit

# If true, object is considered as trigger. Allows using :trigger_in and
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