# escoria.gd **Extends:** [Node](../Node) ## Description The escoria main script ## Enumerations ### GAME\_STATE ```gdscript const GAME_STATE: Dictionary = {"DEFAULT":0,"DIALOG":1,"WAIT":2} ``` Current game state * DEFAULT: Common game function * DIALOG: Game is playing a dialog * WAIT: Game is waiting ## Constants Descriptions ### ESCORIA\_VERSION ```gdscript const ESCORIA_VERSION: String = "0.1.0" ``` Escoria version number ## Property Descriptions ### logger ```gdscript var logger: ESCLogger ``` Logger used ### utils ```gdscript var utils: ESCUtils ``` Several utilities ### inventory\_manager ```gdscript var inventory_manager: ESCInventoryManager ``` The inventory manager instance ### action\_manager ```gdscript var action_manager: ESCActionManager ``` The action manager instance ### esc\_compiler ```gdscript var esc_compiler: ESCCompiler ``` ESC compiler instance ### event\_manager ```gdscript var event_manager: ESCEventManager ``` ESC Event manager instance ### globals\_manager ```gdscript var globals_manager: ESCGlobalsManager ``` ESC globals registry instance ### object\_manager ```gdscript var object_manager: ESCObjectManager ``` ESC object manager instance ### command\_registry ```gdscript var command_registry: ESCCommandRegistry ``` ESC command registry instance ### resource\_cache ```gdscript var resource_cache: ESCResourceCache ``` Resource cache handler ### room\_terrain ```gdscript var room_terrain ``` Terrain of the current room ### dialog\_player ```gdscript var dialog_player: ESCDialogsPlayer ``` Dialog player instantiator. This instance is called directly for dialogs. ### inventory ```gdscript var inventory ``` Inventory scene ### settings ```gdscript var settings: ESCSaveSettings ``` These are settings that the player can affect and save/load later ### current\_state ```gdscript var current_state ``` The current state of the game ### game\_size ```gdscript var game_size ``` The game resolution ### main ```gdscript var main ``` The main scene ### inputs\_manager ```gdscript var inputs_manager: ESCInputsManager ``` The escoria inputs manager ### save\_manager ```gdscript var save_manager: ESCSaveManager ``` Savegames and settings manager ### controller ```gdscript var controller: ESCController ``` The controller in charge of converting an action verb on a game object into an actual action ### game\_scene ```gdscript var game_scene: ESCGame ```  The game scene loaded ### start\_script ```gdscript var start_script: ESCScript ``` The compiled start script loaded from ProjectSettings escoria/main/game_start_script ## Method Descriptions ### init ```gdscript func init() ``` Called by Escoria's main_scene as very very first event EVER. Usually you'll want to show some logos animations before spawning the main menu in the escoria/main/game_start_script 's :init event ### new\_game ```gdscript func new_game() ``` Called by Main menu "start new game" ### do ```gdscript func do(action: String, params: Array, can_interrupt: bool = false) -> void ``` Run a generic action #### Parameters - action: type of the action to run - params: Parameters for the action - can_interrupt: if true, this command will interrupt any ongoing event before it is finished ### set\_game\_paused ```gdscript func set_game_paused(p_paused: bool) ``` Pauses or unpause the game #### Parameters - p_paused: if true, pauses the game. If false, unpauses the game. ### run\_event\_from\_script ```gdscript func run_event_from_script(script: ESCScript, event_name: String) ``` Runs the event "event_name" from the "script" ESC script. #### Parameters - script: ESC script containing the event to run. The script must have been loaded. - event_name: Name of the event to run ## Signals - signal request_pause_menu(): Signal sent when pause menu has to be displayed