ESCGame
Extends: 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
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
export var mouse_tooltip_margin = 50
The safe margin around tooltips
editor_debug_mode
export var editor_debug_mode = 0
Which (if any) debug mode for the editor is used
ui_parent_control_node
export var ui_parent_control_node = ""
The Control node underneath which all UI must be placed. This should be a Control node and NOT a CanvasLayer (or any other type of) node.
tooltip_node
var tooltip_node: Object
A reference to the node handling tooltips
room_ready_for_inputs
var room_ready_for_inputs: bool = false
Boolean indicating whether the game scene is ready to accept inputs from the player. This enables using escoria.is_ready_for_inputs() in _input() function of game.gd script.
Method Descriptions
clear_tooltip
func clear_tooltip()
Clears the tooltip content (if an ESCTooltip node exists in UI)
do_walk
func do_walk(destination, params: Array, can_interrupt: bool = false) -> void
Sets up and performs default walking action
Parameters
destination: Destination to walk to
params: Parameters for the action
can_interrupt: if true, this command will interrupt any ongoing event
left_click_on_bg
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
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
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
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
func element_unfocused() -> void
Called when no element is focused anymore (Needs to be overridden, if supported)
left_click_on_item
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
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
func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void
left_click_on_inventory_item
func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void
right_click_on_inventory_item
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void
left_double_click_on_inventory_item
func left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void
inventory_item_focused
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
func inventory_item_unfocused() -> void
Called when no inventory item is focused anymore (Needs to be overridden, if supported)
open_inventory
func open_inventory()
Called when the inventory was opened (Needs to be overridden, if supported)
close_inventory
func close_inventory()
Called when the inventory was closed (Needs to be overridden, if supported)
mousewheel_action
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
func hide_ui()
Called when the UI should be hidden (Needs to be overridden, if supported)
show_ui
func show_ui()
Called when the UI should be shown (Needs to be overridden, if supported)
pause_game
func pause_game()
Pauses the game. Reimplement to eventually show a specific UI.
unpause_game
func unpause_game()
Unpause the game. Reimplement to eventually hide a specific UI.
apply_custom_settings
func apply_custom_settings(custom_settings: Dictionary)
Custom function that is meant to apply custom settings. Called right after Escoria settings file was loaded.
get_custom_data
func get_custom_data() -> Dictionary
Custom function automatically called when save game is created.
Returns A Dictionary containing the custom data to be saved within the game file.
show_crash_popup
func show_crash_popup(files: Array) -> var
Shows the crash popup when a crash occurs
Parameters
files: Array of strings containing the paths to the files generated on crash
escoria_hide_ui
func escoria_hide_ui()
*** FOR USE BY ESCORIA CORE ONLY *** Hides everything under the UI Control node.
escoria_show_ui
func escoria_show_ui()
*** FOR USE BY ESCORIA CORE ONLY *** Show everything under the UI Control node.
Signals
signal crash_popup_confirmed(): Emitted when the user has confirmed the crash popup
signal request_pause_menu(): Signal sent when pause menu has to be displayed