ESCEvent
Extends: ESCStatement < Reference
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