egoventure.gd
Extends: Node
Description
First person point and click adventure framework for Godot
Constants Descriptions
SCENE_REGEX
const SCENE_REGEX: String = "^[a-z_-]+(?<index>\\d+)\\D?.*$"
A regex to search for the scene index in a scene filename. e.g.: home04b.tscn has the index 4, castle12detail1.tscn has the index 12.
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