ESCEvent

Extends: ESCStatement < Object

Description

An event in the ESC language

Events are triggered from various sources. Common events include

  • :setup : This event is always the first to be called each time the room is visited. It allows elements in the room to be prepared before the room is displayed to the player (e.g. starting particle effects).

  • :ready : This event is the second to be called each time the room is visited. It is run immediately after :setup finishes execution, if it exists. Otherwise, :ready will be the first event to run. Regardless, this event is run after the room is displayed to the player, allowing cutscenes or animations to be run once the room is visible.

  • :use Called from the current item when it is used with the item with the global id

Constants Descriptions

FLAG_NO_SAVE

const FLAG_NO_SAVE: int = 8

FLAG_NO_TT

const FLAG_NO_TT: int = 2

FLAG_NO_UI

const FLAG_NO_UI: int = 4

FLAG_TK

const FLAG_TK: int = 1

PREFIX

const PREFIX: String = ":"

Prefix to identify this as an ESC event.

REGEX

const REGEX: String = "^:(?<name>[^|]+)( \\|\\s*(?<flags>( (TK|NO_TT|NO_UI|NO_SAVE))+))?$"

Regex identifying an ESC event

Property Descriptions

name

var name: String

Name of event

flags

var flags: int = 0

Flags set to this event

Method Descriptions

_init

func _init(event_string: String)

Create a new event from an event line

run

func run() -> int

Execute this statement and return its return code