CORE/docs/references/core.gd.md
JeremyStarTM 83ea84b9ab Documentation/website release and more
This commit added:
- A website and documentation (two in one) containing a install guide and code references
- Character counting script (count_characters.sh)
- Godot development project support (making a temporary godot project)
- Makefile
2023-07-09 00:16:15 +02:00

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CORE Holder (core)

The CORE Holder is responsible for... well holding the components.

Constants

version

  • type string
  • description The CORE version.
  • format <TYPE> <BUILD> (<TYPE> can be either release, prerelease or source. <BUILD> is the latest version number)

Methods

welcome()

  • returns void
  • description Prints a welcome message and the CORE version.

Internal Variables

Do not touch or you will cause breakage.

locked

  • type bool
  • default value false
  • description If true, attach() will reject new components.

readycount

  • type int
  • default value 0
  • description How many components have been fully initialized.

readylized

  • type bool
  • default value false
  • description If all components have been fully initialized. Is set to true if readycount is equal to the number of components.

Internal functions

Do not call or you will cause breakage.

attach()

  • returns void
  • description Attaches a component to the CORE holder
    • argument type
      • type String
      • mandatory yes
      • description The component type. Can be "config", "wmgr", "smgr", "resmgr", "events" or "splash".
    • argument component
      • type none (intended types are "PackedScene" or "Script")
      • mandatory yes
      • description The component attach() should add to the SceneTree.
    • argument do_setup
      • type bool
      • mandatory no, default value is true
      • description If true, creates a new Control and sets the component as a script. Used for Scripts like "smgr.gd" but not for PackedScene's like "splash.tscn".

lock()

  • returns void
  • description Sets the "locked" variable to true.

setready()

  • returns void
  • description Increases "readycount" variable by 1 and checks if "readycount" is equal to the number of components.

Trivia

  • The variable readylized was named like that because a signal called ready already exists in Node and can therefore not be used as a name. JeremyStar™ then simply appended lized from initialized to ready and readylized was born.