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
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 |
|
ESC script containing the event to run. The script must have been loaded. |
yes |
event_name |
|
Name of the event to run |
yes |
from_statement_id |
|
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)