# ESCGame **Extends:** [Node2D](../Node2D) ## Description A base class for ESC game scenes An extending class can be used in the project settings and is responsible for managing very basic game features and controls ## Enumerations ### EDITOR\_GAME\_DEBUG\_DISPLAY ```gdscript const EDITOR_GAME_DEBUG_DISPLAY: Dictionary = {"MOUSE_TOOLTIP_LIMITS":1,"NONE":0} ``` Editor debug modes NONE - No debugging MOUSE_TOOLTIP_LIMITS - Visualize the tooltip limits ## Property Descriptions ### mouse\_tooltip\_margin ```gdscript export var mouse_tooltip_margin = 50 ``` The safe margin around tooltips ### tooltip\_node ```gdscript var tooltip_node: Object ``` A reference to the node handling tooltips ### editor\_debug\_mode ```gdscript export var editor_debug_mode = 0 ``` Which (if any) debug mode for the editor is used ## Method Descriptions ### left\_click\_on\_bg ```gdscript func left_click_on_bg(position: Vector2) -> void ``` Called when the player left clicks on the background (Needs to be overridden, if supported) #### Parameters - position: Position clicked ### right\_click\_on\_bg ```gdscript func right_click_on_bg(position: Vector2) -> void ``` Called when the player right clicks on the background (Needs to be overridden, if supported) #### Parameters - position: Position clicked ### left\_double\_click\_on\_bg ```gdscript func left_double_click_on_bg(position: Vector2) -> void ``` Called when the player double clicks on the background (Needs to be overridden, if supported) #### Parameters - position: Position clicked ### element\_focused ```gdscript func element_focused(element_id: String) -> void ``` Called when an element in the scene was focused (Needs to be overridden, if supported) #### Parameters - element_id: Global id of the element focused ### element\_unfocused ```gdscript func element_unfocused() -> void ``` Called when no element is focused anymore (Needs to be overridden, if supported) ### left\_click\_on\_item ```gdscript func left_click_on_item(item_global_id: String, event: InputEvent) -> void ``` Called when an item was left clicked (Needs to be overridden, if supported) #### Parameters - item_global_id: Global id of the item that was clicked - event: The received input event ### right\_click\_on\_item ```gdscript func right_click_on_item(item_global_id: String, event: InputEvent) -> void ``` Called when an item was right clicked (Needs to be overridden, if supported) #### Parameters - item_global_id: Global id of the item that was clicked - event: The received input event ### left\_double\_click\_on\_item ```gdscript func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void ``` ### left\_click\_on\_inventory\_item ```gdscript func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void ``` ### right\_click\_on\_inventory\_item ```gdscript func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void ``` ### left\_double\_click\_on\_inventory\_item ```gdscript func left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void ``` ### inventory\_item\_focused ```gdscript func inventory_item_focused(inventory_item_global_id: String) -> void ``` Called when an inventory item was focused (Needs to be overridden, if supported) #### Parameters - inventory_item_global_id: Global id of the inventory item that was focused ### inventory\_item\_unfocused ```gdscript func inventory_item_unfocused() -> void ``` Called when no inventory item is focused anymore (Needs to be overridden, if supported) ### open\_inventory ```gdscript func open_inventory() ``` Called when the inventory was opened (Needs to be overridden, if supported) ### close\_inventory ```gdscript func close_inventory() ``` Called when the inventory was closed (Needs to be overridden, if supported) ### mousewheel\_action ```gdscript func mousewheel_action(direction: int) ``` Called when the mousewheel was used (Needs to be overridden, if supported) #### Parameter - direction: The direction in which the mouse wheel was rotated ### hide\_ui ```gdscript func hide_ui() ``` Called when the UI should be hidden (Needs to be overridden, if supported) ### show\_ui ```gdscript func show_ui() ``` Called when the UI should be shown (Needs to be overridden, if supported) ### update\_tooltip\_following\_mouse\_position ```gdscript func update_tooltip_following_mouse_position(p_position: Vector2) ``` Function is called if Project setting escoria/ui/tooltip_follows_mouse = true #### Parameters - p_position: Position of the mouse