RapidGameFramework
Reusable Godot managers for data-driven small games
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game_state Namespace Reference

Variables

 start_new_game_requested = true
 Mark that the next game scene load should start fresh.
 
 requested
 Read and clear the pending new-game request.
 
 bool
 Return whether the configured save file exists.
 
 card_save_slot = clampi(slot, 1, 3)
 
 card_new_game_requested = start_new
 
 int
 Return a card-game save path for a slot.
 
 resolved_slot
 
 path
 Return whether a card-game slot has a save file.
 
 project_alchemy_new_game_requested = true
 Mark that Project Alchemy should start from a fresh save.
 
 project_alchemy_save_slot = clampi(slot, 1, 3)
 
 project_alchemy_save_path = get_project_alchemy_save_path(slot)
 
 platformer_level_id = level_id.strip_edges()
 Select the Platformer Demo level that should be loaded next.
 
 level_id
 Read and clear the pending Platformer Demo level selection.
 
 menu_return_screen = screen_id
 Store the menu screen that should be restored after leaving a utility scene.
 
 screen_id
 Read and clear the pending menu return screen.
 

Variable Documentation

◆ bool

game_state.bool

Return whether the configured save file exists.

Select the Project Alchemy save slot that should be loaded next.

Delete the configured save file.

Select the card-game save slot that should be loaded by the next card scene.

Definition at line 47 of file game_state.gd.

◆ card_new_game_requested

game_state.card_new_game_requested = start_new

Definition at line 49 of file game_state.gd.

◆ card_save_slot

game_state.card_save_slot = clampi(slot, 1, 3)

Definition at line 48 of file game_state.gd.

◆ int

game_state.int

Return a card-game save path for a slot.

Return whether Project Alchemy has a save file.

Return the Project Alchemy save path.

Definition at line 65 of file game_state.gd.

◆ level_id

game_state.level_id

Read and clear the pending Platformer Demo level selection.

Definition at line 140 of file game_state.gd.

◆ menu_return_screen

str game_state.menu_return_screen = screen_id

Store the menu screen that should be restored after leaving a utility scene.

Definition at line 147 of file game_state.gd.

◆ path

game_state.path

Return whether a card-game slot has a save file.

Delete one Project Alchemy save slot.

Delete the Project Alchemy save file.

Delete one card-game save slot.

Definition at line 77 of file game_state.gd.

◆ platformer_level_id

str game_state.platformer_level_id = level_id.strip_edges()

Select the Platformer Demo level that should be loaded next.

Definition at line 135 of file game_state.gd.

◆ project_alchemy_new_game_requested

game_state.project_alchemy_new_game_requested = true

Mark that Project Alchemy should start from a fresh save.

Definition at line 84 of file game_state.gd.

◆ project_alchemy_save_path

game_state.project_alchemy_save_path = get_project_alchemy_save_path(slot)

Definition at line 90 of file game_state.gd.

◆ project_alchemy_save_slot

game_state.project_alchemy_save_slot = clampi(slot, 1, 3)

Definition at line 89 of file game_state.gd.

◆ requested

game_state.requested

Read and clear the pending new-game request.

Read and clear whether Project Alchemy should reset its save.

Return the currently selected card-game save slot.

Read and clear whether the card game should reset the selected slot.

Definition at line 30 of file game_state.gd.

◆ resolved_slot

game_state.resolved_slot

Definition at line 66 of file game_state.gd.

◆ screen_id

game_state.screen_id

Read and clear the pending menu return screen.

Definition at line 152 of file game_state.gd.

◆ start_new_game_requested

game_state.start_new_game_requested = true

Mark that the next game scene load should start fresh.

Definition at line 25 of file game_state.gd.