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RapidGameFramework
Reusable Godot managers for data-driven small games
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Variables | |
| DataCacheManager | |
| data_cache_manager | |
| String | |
Load every .json profile in a directory and return loaded profile ids. | |
| dir | |
| file_name = dir.get_next() | |
| profile | |
| Dictionary | |
| Load one build profile JSON file. | |
| ids = get_profile_ids() | |
| Return a loaded profile by game id. | |
| bool | |
| Return compact rows suitable for editor pickers, menus, or CI dashboards. | |
| metadata | |
| game_directory = directory.get_next() | |
| normalized | |
| Normalize profile fields so CI/editor tools can consume one stable shape. | |
| platform | |
| Array | |
| Build the roots that should be excluded when exporting one game from a multi-game project. | |
| root | |
| output_name | |
| row | |
| valid = false | |
| build_profile_manager.Array |
Build the roots that should be excluded when exporting one game from a multi-game project.
Audit every loaded single-game profile and return one combined report.
Return packaging guardrails for a single-game profile.
Return a CI/export friendly summary for one profile.
This is advisory until CI/export filters consume it.
This is meant for CI, editor dashboards, and release checklists where accidental cross-game assets should be caught before a package grows unexpectedly.
This lets CI and editor tools guard all release profiles with the same rules.
Definition at line 180 of file build_profile_manager.gd.
| build_profile_manager.bool |
Return compact rows suitable for editor pickers, menus, or CI dashboards.
Definition at line 55 of file build_profile_manager.gd.
| build_profile_manager.data_cache_manager |
Definition at line 11 of file build_profile_manager.gd.
| build_profile_manager.DataCacheManager |
Definition at line 8 of file build_profile_manager.gd.
| build_profile_manager.Dictionary |
Load one build profile JSON file.
Definition at line 35 of file build_profile_manager.gd.
| build_profile_manager.dir |
Definition at line 18 of file build_profile_manager.gd.
| build_profile_manager.file_name = dir.get_next() |
Definition at line 22 of file build_profile_manager.gd.
| build_profile_manager.game_directory = directory.get_next() |
Definition at line 112 of file build_profile_manager.gd.
| build_profile_manager.ids = get_profile_ids() |
Return a loaded profile by game id.
Return loaded profile ids in stable alphabetical order.
Definition at line 49 of file build_profile_manager.gd.
| build_profile_manager.metadata |
Definition at line 61 of file build_profile_manager.gd.
| build_profile_manager.normalized |
Normalize profile fields so CI/editor tools can consume one stable shape.
Return platform artifact metadata with output name fallbacks applied.
Validate one profile and return issue dictionaries.
Definition at line 120 of file build_profile_manager.gd.
| build_profile_manager.output_name |
Definition at line 198 of file build_profile_manager.gd.
| build_profile_manager.platform |
Definition at line 158 of file build_profile_manager.gd.
| build_profile_manager.profile |
Definition at line 25 of file build_profile_manager.gd.
| build_profile_manager.root |
Definition at line 189 of file build_profile_manager.gd.
| build_profile_manager.row |
Definition at line 204 of file build_profile_manager.gd.
| build_profile_manager.String |
Load every .json profile in a directory and return loaded profile ids.
Return every game-owned sprite manifest using the same profile catalog that drives launcher and build tooling.
Game folders without a profile are also included so a new sprites.json remains editable while its profile is added.
Definition at line 15 of file build_profile_manager.gd.
| build_profile_manager.valid = false |
Definition at line 289 of file build_profile_manager.gd.