JeremyStarTM
83ea84b9ab
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
137 lines
4.6 KiB
Markdown
137 lines
4.6 KiB
Markdown
---
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hide:
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- navigation
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---
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# Scene Manager (core.smgr)
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Responsible for displaying scenes in order.
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## Overlays
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The scene manager uses something called **overlays**. They hold scenes while keeping order. You can think of them like organized collections of scenes *(because they are exactly that)*. There are four **configurable** and one **unconfigurable** overlay.
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### Overlay #1 - `debug`
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- description `The debug overlay should contain things like a FPS counter, debug menu, etc..`
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- configurable `yes`
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- more than one scene `yes`
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- adding a scene **[add_debug()](#add_debug)**
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- removing a scene **[remove_debug()](#remove_debug)**
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### Overlay #2 - `cutscene`
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- description `The cutscene should contain... well a cutscene.`
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- configurable `yes`
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- more than one scene `no`
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- adding a scene **[add_cutscene()](#add_cutscene)**
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- removing a scene **[remove_cutscene()](#remove_cutscene)**
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### Overlay #3 - `menu`
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- description `The menu overlay should contain multiple menu scenes.`
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- configurable `yes`
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- more than one scene `yes`
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- adding a scene **[add_menu()](#add_menu)**
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- removing a scene **[remove_menu()](#remove_menu)**
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### Overlay #4 - `game`
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- description `The game overlay should contain a game scene. We recommend displaying main menus under the game instead of the menu overlay.`
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- configurable `yes`
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- more than one scene `no`
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- adding a scene **[add_game()](#add_game)**
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- removing a scene **[remove_game()](#remove_game)**
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### Overlay #5 - `COREBackground`
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- description `COREBackground is a unconfigurable overlay responsible for displaying the log and serves as a background if nothing is displayed.`
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- configurable `no`
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- more than one scene `no`
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## Methods
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### add_debug()
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- returns `bool`
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- description `Adds a PackedScene to the debug overlay.`
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- argument `resource_name`
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- type `String`
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- mandatory `yes`
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- description `Used for loading the scene and the loaded scene name.`
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### remove_debug()
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- returns `bool`
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- description `Removes a menu scene from the debug overlay.`
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- argument `scene_name`
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- type `String`
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- mandatory `yes`
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- description `Should be the same as the "resource_name" argument used previously in add_debug().`
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### add_cutscene()
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- returns `bool`
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- description `Adds a PackedScene to the cutscene overlay.`
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- argument `resource_name`
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- type `String`
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- mandatory `yes`
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- description `Used for loading the scene and the loaded scene name.`
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### remove_cutscene()
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- returns `bool`
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- description `Removes the game scene from the cutscene overlay.`
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### add_menu()
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- returns `bool`
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- description `Adds a PackedScene to the menu overlay.`
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- argument `resource_name`
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- type `String`
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- mandatory `yes`
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- description `Used for loading the scene and the loaded scene name.`
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### remove_menu()
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- returns `bool`
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- description `Removes a menu scene from the menu overlay.`
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- argument `scene_name`
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- type `String`
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- mandatory `yes`
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- description `Should be the same as the "resource_name" argument used previously in add_menu().`
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### add_game()
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- returns `bool`
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- description `Adds a PackedScene to the game overlay.`
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- argument `resource_name`
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- type `String`
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- mandatory `yes`
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- description `Used for loading the scene and the loaded scene name.`
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### remove_game()
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- returns `bool`
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- description `Removes the game scene from the game overlay.`
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## Internal Variables
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Do not touch or you will cause breakage.
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### ccr
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- type `Control`
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- default value `null`
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- description `The CORE Scene Root.`
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### ccr_debug
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- type `Control`
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- default value `null`
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- description `The debug overlay.`
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### ccr_debug_names
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- type `Array`
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- default value `[]`
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- description `A collection of all resource names loaded in the debug overlay.`
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- Format `["resource_name"]`
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### ccr_cutscene
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- type `Control`
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- default value `null`
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- description `The cutscene overlay.`
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### ccr_cutscene_inuse
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- type `bool`
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- default value `null`
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- description `Used for checking if a cutscene scene has been loaded already.`
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### ccr_menu
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- type `Control`
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- default value `null`
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- description `The menu overlay.`
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### ccr_menu_names
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- type `Array`
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- default value `[]`
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- description `A collection of all resource names loaded in the menu overlay.`
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- Format `["resource_name"]`
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### ccr_game
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- type `Control`
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- default value `null`
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- description `The game overlay.`
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### ccr_game_inuse
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- type `bool`
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- default value `null`
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- description `Used for checking if a game scene has been loaded already.`
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## Internal methods
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Do not execute these or you will cause breakage.
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### _ready()
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- returns `void`
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- description `Adds the CORE Scene Root, migrates it and executes add_overlays()`
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### add_overlays()
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- returns `void`
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- description `Adds all configurable overlays.`
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