# ESCRoom **Extends:** [Node2D](../Node2D) ## Description A room in an Escora based game ## Enumerations ### EditorRoomDebugDisplay ```gdscript const EditorRoomDebugDisplay: Dictionary = {"CAMERA_LIMITS":1,"NONE":0} ``` Debugging displays for a room NONE: No debug display CAMERA_LIMITS: Display the camera limits ## Property Descriptions ### global\_id ```gdscript export var global_id = "" ``` The global id of this room ### esc\_script ```gdscript export var esc_script = "" ``` The ESC script of this room ### player\_scene ```gdscript export var player_scene = "[Object:null]" ``` The player inside this scene ### camera\_limits ```gdscript export var camera_limits: Array = ["(0, 0, 0, 0)"] ``` - **Setter**: `set_camera_limits` The camera limits available in this room ### editor\_debug\_mode ```gdscript export var editor_debug_mode = 0 ``` - **Setter**: `set_editor_debug_mode` The editor debug display mode ### player ```gdscript var player ``` The player scene instance ### game ```gdscript var game ``` The game scene instance ### compiled\_script ```gdscript var compiled_script: ESCScript ``` Compiled ESCScript ## Method Descriptions ### set\_camera\_limits ```gdscript func set_camera_limits(p_camera_limits: Array) -> void ``` Set the camera limits #### Parameters - p_camera_limits: An array of Rect2Ds as camera limits ### set\_editor\_debug\_mode ```gdscript func set_editor_debug_mode(p_editor_debug_mode: int) -> void ``` Set the editor debug mode #### Parameters - p_editor_debug_mode: The debug mode to set for the room ### run\_script\_event ```gdscript func run_script_event(event_name: String) ``` Runs the script event from the script attached, if any  #### Parameters - event_name: the name of the event to run