# main.gd **Extends:** [Node](../Node) ## Description Escoria main room handling and scene switcher ## Property Descriptions ### last\_scene\_global\_id ```gdscript var last_scene_global_id: String ``` Global id of the last scene the player was before current scene ### current\_scene ```gdscript var current_scene: Node ``` Current scene room being displayed ### wait\_level ```gdscript var wait_level ``` The Escoria context currently in wait state ### scene\_transition ```gdscript var scene_transition ``` Reference to the scene transition node ## Method Descriptions ### set\_scene ```gdscript func set_scene(p_scene: Node) -> void ``` Set current scene #### Parameters - p_scene: Scene to set ### clear\_scene ```gdscript func clear_scene() -> void ``` Cleanup the current scene ### set\_camera\_limits ```gdscript func set_camera_limits(camera_limit_id: int = 0) -> void ``` Set the camera limits #### Parameters * camera_limits_id: The id of the room's camera limits to set ### save\_game ```gdscript func save_game(p_savegame_res: Resource) -> void ``` ### check\_game\_scene\_methods ```gdscript func check_game_scene_methods() ``` Sanity check that the game.tscn scene's root node script MUST implement the following methods. If they do not exist, stop immediately. Implement them, even if empty ## Signals - signal room_ready(): Signal sent when the room is loaded and ready.