Escoria

Extends: Node

Description

The main Escoria script.

Constants

ESCORIA_CORE_PLUGIN_NAME

const ESCORIA_CORE_PLUGIN_NAME = "escoria-core"

Name of the Escoria core plugin

Members

main

var main: Variant

The main scene

Signals

request_pause_menu

signal request_pause_menu()

Signal sent when pause menu has to be displayed

Parameters

None.

Methods


init

func init() -> void

Initializer 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

Parameters

None.

Returns

Returns nothing.


run_event_from_script

func run_event_from_script(script: ESCScript, event_name: String, _from_statement_id: int) -> Variant

Runs the event “event_name” from the “script” ESC script.

Parameters

Name

Type

Description

Required?

script

ESCScript

ESC script containing the event to run. The script must have been loaded.

yes

event_name

String

Name of the event to run

yes

from_statement_id

int

Statement id to start from (default 0)

no

Returns

Returns ESCExecution. Waits for the event to finish before returning. (Variant)


new_game

func new_game() -> void

Called from escoria autoload to start a new game.

Parameters

None.

Returns

Returns nothing.


quit

func quit() -> void

Function called to quit the game.

Parameters

None.

Returns

Returns nothing.


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.

Parameters

None.

Returns

Returns true if game scene is ready for inputs. (bool)