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RapidGameFramework
Reusable Godot managers for data-driven small games
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Data-first action, cost, cooldown, and effect helpers for reusable game logic. More...
Go to the source code of this file.
Namespaces | |
| namespace | action_effect_manager |
Variables | |
| action_effect_manager.DataCacheManager | |
| action_effect_manager.data_cache_manager | |
| action_effect_manager.action | |
Load action definitions from a JSON file containing actions: []. | |
| action_effect_manager.id | |
| action_effect_manager.normalized | |
| Normalize one action dictionary into the framework shape. | |
| action_effect_manager.pool | |
| Return true when an actor/resource dictionary can pay every action cost. | |
| action_effect_manager.amount | |
| action_effect_manager.next | |
| Subtract action costs from a duplicated pool dictionary. | |
| action_effect_manager.Dictionary | |
| Return whether an action id is currently cooling down. | |
| action_effect_manager.action_id | |
| action_effect_manager.cooldown | |
| action_effect_manager.remaining | |
| action_effect_manager.type | |
| action_effect_manager.callback | |
| action_effect_manager.resolved | |
| action_effect_manager.availability | |
| action_effect_manager.next_pools | |
| action_effect_manager.next_cooldowns | |
| action_effect_manager.costs | |
| action_effect_manager.effects | |
| action_effect_manager.effect | |
Data-first action, cost, cooldown, and effect helpers for reusable game logic.
Actions are save-friendly dictionaries. Games can use them for spells, cards, power-ups, consumables, enemy abilities, interaction tools, and future platformer/RPG actions without tying the framework to one combat model.
Definition in file action_effect_manager.gd.