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gymkhana-actions/docs/architecture.md
Dennis Ploeger 4e09f522ff Documentation and Optimization Part 1 (#2)
Authored-by: Dennis Ploeger <develop@dieploegers.de>
2021-06-16 10:12:51 +02:00

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Escoria architecture

The plugin script, autoload and classes

According to the concept of Godot plugins, Escoriainitializes itself in the plugin script addons/escoria-core/editor/plugin_escoria.gd. This script is mostly used to initialize the Escoria configuration items and initialize (and later remove) the autoloads.

Escoria is based on an autoload scene available as escoria, that binds together all required objects and interfaces in a central place. An additional autoload, esctypes defines basic escoria classes.

In addition to this, various classes are defined in the respective class files and build up the various resources used in Escoria.

  • Movable: A class that can be added to another node to handle movements on that node.

Nodes of the Escoria autoload scene

The Escoria autoload scene holds various nodes that take vital parts of the engine.

Inputs Manager

The central component in Escoria to receive, handle and deliver input events.

ESC Compiler

The ESC compiler compiles files in the ESC language into a list of events that can be run by the ESC runner

Main

escoria.main is the main scene manager used in Escoria that allows for switching scenes with transitions

The Godot main scene of Escoria

The scene, that Godot loads when starting a game (the main scene) is set to addons/escoria-core/game/main_scene.tscn and basically instantiates the configured main menu scene and starts it.