egoventure.gd

Extends: Node

Description

First person point and click adventure framework for Godot

Property Descriptions

state

var state: BaseState

The current state of the game

current_scene

var current_scene: String = ""

Path of the current scene

current_view

var current_view: String = ""

The current view of the four side room

target_view

var target_view: String = ""

The target view for the next room

current_location

var current_location: String = ""

Current location (subfolder in scenes folder)

game_started

var game_started: bool = false

Wether the game has started. Should be set to true in the first interactive scene

in_game_configuration

var in_game_configuration: InGameConfiguration

The in game configuration (sound and subtitles)

configuration

var configuration: GameConfiguration

The game’s configuration

saves_exist

var saves_exist: bool = false

Wether at least one savegame exists

wait_timer

var wait_timer: Timer

A timer that runs down while a waiting screen is shown

interactive

var interactive: bool = true

Whether the game currently accepts input

is_touch

var is_touch: bool

Helper variable if we’re on a touch device

Method Descriptions

configure

func configure(p_configuration: GameConfiguration)

Configure the game from the game’s core class

** Parameters **

  • p_configuration: The game configuration

change_scene

func change_scene(path: String)

Switch the current scene to the new scene

** Arguments **

  • path: The absolute path to the new scene

set_parrot_skip_enabled

func set_parrot_skip_enabled(value: bool)

Set whether dialog line skipping is enabled in parrot

** Arguments **

  • value: Whether skipping is enabled

save

func save(slot: int)

Save the current state of the game

** Arguments **

  • slot: The save slot index

save_continue

func save_continue()

Save the “continue” slot

save_in_game_configuration

func save_in_game_configuration()

Save the in game configuration

load

func load(slot: int)

Load a game from a savefile

** Arguments **

-slot: The save slot index to load

load_continue

func load_continue()

Load the game from the continue state

set_audio_levels

func set_audio_levels()

Set the audio levels based on the in game configuration

update_cache

func update_cache(scene: String = "", blocking = false) -> int

Cache scenes for better loading performance

** Arguments **

  • scene: The scene path and filename. If empty, will be set to the current scene

  • blocking: Wether to display a waiting screen while caching

has_continue_state

func has_continue_state() -> bool

Check if a continue state exists

options_set_subtitles

func options_set_subtitles(value: bool)

Set the subtitle

** Arguments **

  • value: Enable or disable subtitles

options_get_subtitles

func options_get_subtitles() -> bool

Get subtitle

Returns The current subtitle setting

options_set_speech_level

func options_set_speech_level(value: float)

Set the speech volume

** Arguments **

  • value: The new value

options_get_speech_level

func options_get_speech_level() -> float

Return the current speech volume

Returns The current value

options_set_music_level

func options_set_music_level(value: float)

Set the music volume

** Arguments **

  • value: The new value

options_get_music_level

func options_get_music_level() -> float

Return the current music volume

Returns The current value

options_set_effects_level

func options_set_effects_level(value: float)

Set the effects volume

** Arguments **

  • value: The new value

options_get_effects_level

func options_get_effects_level() -> float

Return the current speech volume

Returns The current value

set_full_screen

func set_full_screen()

Set full screen according to game configuration

reset

func reset()

Reset the game to the default

wait_screen

func wait_screen(time: float)

Show a waiting screen for the given time

wait_skipped

func wait_skipped()

Called when the waiting screen was skipped

reset_continue_state

func reset_continue_state()

Reset the continue state

Signals

  • signal game_loaded(): Emits when the game was loaded

  • signal queue_complete(): Emits when the queue of the scene cache has completed

  • signal requested_view_change(to): Emitted when a loaded game needs to change the target view but is already in the current scene

  • signal waiting_completed(): Emitted when the waiting screen finished loading