escoria

Extends: Node

Description

This is Escoria’s singleton script. It holds accessors to some utils, such as Escoria’s logger.

Constants

DEFAULT

const DEFAULT = 0 # enum "GameState"

DIALOG

const DIALOG = 1 # enum "GameState"

WAIT

const WAIT = 2 # enum "GameState"

LOADING

const LOADING = 3 # enum "GameState"

PAUSED

const PAUSED = 4 # enum "GameState"

BUS_MASTER

const BUS_MASTER = "Master"

Master audio bus

BUS_SFX

const BUS_SFX = "SFX"

SFX audio bus

BUS_MUSIC

const BUS_MUSIC = "Music"

Music audio bus

BUS_SPEECH

const BUS_SPEECH = "Speech"

Speech audio bus

BUS_AMBIENT

const BUS_AMBIENT = "Ambient"

Ambient sound audio bus

CAMERA_SCENE_PATH

const CAMERA_SCENE_PATH = "res://addons/escoria-core/game/scenes/camera_player/camera.tscn"

EscLogger

const EscLogger = <Object>

GROUP_ITEM_CAN_COLLIDE

const GROUP_ITEM_CAN_COLLIDE = "item_can_collide"

Group for ESCItem’s that can be collided with in a scene. Used for quick retrieval of such nodes to easily change their attributes at the same time.

GROUP_ITEM_TRIGGERS

const GROUP_ITEM_TRIGGERS = "item_triggers"

Group for ESCItem’s that are triggers

Members

logger

var logger: "addons/escoria-core/tools/logging/esc_logger.gd".ESCLoggerFile

esc_compiler

var esc_compiler: ESCCompiler

ESC Compiler instance

object_manager

var object_manager: ESCObjectManager

ESC Object Manager instance

room_manager

var room_manager: ESCRoomManager

ESC Room Manager instance

di

var di: ESCDependencyInjector

ESC Dependency Injector

inventory_manager

var inventory_manager: ESCInventoryManager

Inventory manager instance

action_manager

var action_manager: ESCActionManager

Action manager instance

event_manager

var event_manager: ESCEventManager

Event manager instance

globals_manager

var globals_manager: ESCGlobalsManager

Globals registry instance

command_registry

var command_registry: ESCCommandRegistry

ASHES command registry instance

settings_manager

var settings_manager: ESCSettingsManager

Manager of game settings (resolution, sound, etc)

resource_cache

var resource_cache: ESCResourceCache

Resource cache handler

dialog_player

var dialog_player: ESCDialogPlayer

Dialog player instantiator. This instance is called directly for dialogs.

interpreter_factory

var interpreter_factory: ESCInterpreterFactory

ESCScript interpreter factory instance

inputs_manager

var inputs_manager: ESCInputsManager

Inputs manager instance

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

action_default_script

var action_default_script: ESCScript

The “fallback” script to use when an action is tried on an item that hasn’t been explicitly scripted.

is_direct_room_run

var is_direct_room_run: bool

Whether we ran a room directly from editor, not a full game

is_quitting

var is_quitting: bool

Whether we’re quitting the game

room_terrain

var room_terrain: Variant

Terrain of the current room

inventory

var inventory: Variant

Inventory scene

main

var main: Variant

The main scene

creating_new_game

var creating_new_game: bool

Whether Escoria is creating a new game

game_size

var game_size: Variant

Game actual resolution obtained from viewport.

current_state

var current_state: Variant

Current state of Escoria (GameState enum)

Signals

new_game_started

signal new_game_started()

Signal sent when Escoria starts a new game

Parameters

None.

paused

signal paused()

Signal sent when Escoria is paused

Parameters

None.

resumed

signal resumed()

Signal sent when Escoria is resumed from pause

Parameters

None.

Methods


init_main_scene

func init_main_scene() -> void

Initializes the Escoria main scene as child of the Escoria autoloaded scene.

Parameters

None.

Returns

Returns nothing.


get_escoria

func get_escoria() -> Variant

Get the Escoria node. That node gives access to the Escoria scene that’s instanced by the main_scene (if full game is run) or by this autoload if room is run directly.

Parameters

None.

Returns

Returns nothing.


set_game_paused

func set_game_paused(p_paused: bool) -> void

Pauses or unpause the game

Parameters

Name

Type

Description

Required?

p_paused

bool

if true, pauses the game. If false, unpauses the game.

yes

Returns

Returns nothing.


new_game

func new_game() -> void

Called from main menu’s “new game” button.

Parameters

None.

Returns

Returns nothing.


quit

func quit() -> void

Called from main menu’s “quit” button.

Parameters

None.

Returns

Returns nothing.