Escoria
Extends: Node
Description
The escoria main script
Enumerations
GAME_STATE
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
BUS_MASTER
const BUS_MASTER: String = "Master"
Audio bus indices.
BUS_MUSIC
const BUS_MUSIC: String = "Music"
BUS_SFX
const BUS_SFX: String = "SFX"
BUS_SPEECH
const BUS_SPEECH: String = "Speech"
CAMERA_SCENE_PATH
const CAMERA_SCENE_PATH: String = "res://addons/escoria-core/game/scenes/camera_player/camera.tscn"
Property Descriptions
logger
var logger: ESCLogger
Logger used
utils
var utils: ESCUtils
Several utilities
inventory_manager
var inventory_manager: ESCInventoryManager
The inventory manager instance
action_manager
var action_manager: ESCActionManager
The action manager instance
esc_compiler
var esc_compiler: ESCCompiler
ESC compiler instance
event_manager
var event_manager: ESCEventManager
ESC Event manager instance
globals_manager
var globals_manager: ESCGlobalsManager
ESC globals registry instance
room_manager
var room_manager: ESCRoomManager
ESC room manager instance
object_manager
var object_manager: ESCObjectManager
ESC object manager instance
project_settings_manager
var project_settings_manager: ESCProjectSettingsManager
ESC project settings manager instance
command_registry
var command_registry: ESCCommandRegistry
ESC command registry instance
resource_cache
var resource_cache: ESCResourceCache
Resource cache handler
room_terrain
var room_terrain
Terrain of the current room
dialog_player
var dialog_player: ESCDialogPlayer
Dialog player instantiator. This instance is called directly for dialogs.
inventory
var inventory
Inventory scene
settings
var settings: ESCSaveSettings
These are settings that the player can affect and save/load later
game_size
var game_size
The game resolution
main
var main
The main scene
current_state
var current_state
The current state of the game
inputs_manager
var inputs_manager: ESCInputsManager
The escoria inputs manager
save_manager
var save_manager: ESCSaveManager
Savegames and settings manager
game_scene
var game_scene: ESCGame
The game scene loaded
player_camera
var player_camera: ESCCamera
The main player camera
start_script
var start_script: ESCScript
The compiled start script loaded from ProjectSettings escoria/main/game_start_script
Method Descriptions
init
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
func new_game()
Called by Main menu “start new game”
apply_settings
func apply_settings(p_settings: ESCSaveSettings) -> void
Apply the loaded settings
Parameters
p_settings: Loaded settings
set_game_paused
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
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
register_ui
func register_ui(game_scene: String)
Register a user interface. This should be called in a deferred way from the addon’s _enter_tree.
Parameters
game_scene: Path to the game scene extending ESCGame
deregister_ui
func deregister_ui(game_scene: String)
Deregister a user interface
Parameters
game_scene: Path to the game scene extending ESCGame
register_dialog_manager
func register_dialog_manager(manager_class: String)
Register a dialog manager addon. This should be called in a deferred way from the addon’s _enter_tree.
Parameters
manager_class: Path to the manager class script
deregister_dialog_manager
func deregister_dialog_manager(manager_class: String)
Deregister a dialog manager addon
Parameters
manager_class: Path to the manager class script
quit
func quit()
Function called to quit the game.
is_ready_for_inputs
func is_ready_for_inputs() -> bool
Used by game.gd to determine whether the game scene is ready to take inputs from the _input() function. To do so, the current_scene must be set, the game scene must be set, and the game scene must’ve been notified that the room is ready.
Returns true if game scene is ready for inputs
Signals
signal paused(): Signal sent when Escoria is paused
signal resumed(): Signal sent when Escoria is resumed from pause