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RapidGameFramework
Reusable Godot managers for data-driven small games
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Lightweight cross-scene runtime intent holder. More...
Go to the source code of this file.
Namespaces | |
| namespace | game_state |
Variables | |
| game_state.start_new_game_requested = true | |
| Mark that the next game scene load should start fresh. | |
| game_state.requested | |
| Read and clear the pending new-game request. | |
| game_state.bool | |
| Return whether the configured save file exists. | |
| game_state.card_save_slot = clampi(slot, 1, 3) | |
| game_state.card_new_game_requested = start_new | |
| game_state.int | |
| Return a card-game save path for a slot. | |
| game_state.resolved_slot | |
| game_state.path | |
| Return whether a card-game slot has a save file. | |
| game_state.project_alchemy_new_game_requested = true | |
| Mark that Project Alchemy should start from a fresh save. | |
| game_state.project_alchemy_save_slot = clampi(slot, 1, 3) | |
| game_state.project_alchemy_save_path = get_project_alchemy_save_path(slot) | |
| game_state.platformer_level_id = level_id.strip_edges() | |
| Select the Platformer Demo level that should be loaded next. | |
| game_state.level_id | |
| Read and clear the pending Platformer Demo level selection. | |
| game_state.menu_return_screen = screen_id | |
| Store the menu screen that should be restored after leaving a utility scene. | |
| game_state.screen_id | |
| Read and clear the pending menu return screen. | |
Lightweight cross-scene runtime intent holder.
This singleton keeps transient startup state such as "new game requested" separate from persistent save files.
Definition in file game_state.gd.