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gymkhana-actions/docs/api/escoria.gd.md
Julian Murgia b230966fc6 Moved and split escoria._ev_left_click_on_item() function into ESCController (#371)
* Moved and split escoria._ev_left_click_on_item() function into ESCController.
Added a boolean in ESCWalkContext to hold whether interact should happen after destination is reached.

Co-authored-by: StraToN <StraToN@users.noreply.github.com>
2021-08-24 08:19:55 +02:00

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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
# 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
### main\_menu\_instance
```gdscript
var main_menu_instance
```
Instance of the main menu
### 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
## Method Descriptions
### new\_game
```gdscript
func new_game()
```
Called by Main menu "start new game"
### do
```gdscript
func do(action: String, params: Array) -> void
```
Run a generic action
#### Parameters
- action: type of the action to run
- params: Parameters for the action
### 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.
## Signals
- signal request_pause_menu(): Signal sent when pause menu has to be displayed