RapidGameFramework
Reusable Godot managers for data-driven small games
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game_state.gd File Reference

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.
 

Detailed Description

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.