Here, we provide a list of methods for accessing classes in ACTION GAME MAKER using GDScript.
Variable/Switch Related Methods
| Overview | Method |
|---|---|
| Retrieve variable data | $“../VariableSettings”.get_value(“Variable Data Name”) |
| Retrieve switch data | $“../SwitchSettings”.get_value(“Variable Data Name”) |
| Check existence of variable data | $“../VariableSettings”.has_value(“Variable Data Name”) |
| Check existence of switch data | $“../SwitchSettings”.has_value(“Variable Data Name”) |
| Assign value to variable data | $“Path to VariableSettings”.set_value(“Variable Name”, Value to Assign) |
| Assign value to switch data | $“Path to SwitchSettings”.set_value(“Switch Name”, True / False) |
| Connect signal | custom_signal.connect(Callable(GameObject Instance, “receive_signal”)) |
| Obtain VariableSettings node | $“Path to GameObject”.get_variable_settings() |
| Obtain SwitchSettings node | $“Path to GameObject”.get_switch_settings() |
Read-Only Variables/Switches
The following ACTION GAME MAKER variables/switches are read-only numeric values and cannot be modified via methods.
| Type | Name |
|---|---|
| Switch | is_locked, is_touching_portal |
| Variable | object_id, stayed_area_id, visible_direction, x_speed, y_speed, player_id, controller_id, taken_damage |
Database Related Methods
| Overview | Method |
|---|---|
| Retrieve user database data | AGMakerManager.get_project_database_plain(“database_name”, “record_name”, “column_name”) |
| Retrieve project variable data | AGMakerManager.get_project_database_variable(“record_name”) |
| Retrieve project switch data | AGMakerManager.get_project_database_switch(“record_name”) |
| Retrieve sound database data | AGMakerManager.get_project_database_sound(“record_name”, “column_name”) |
| Assign value to user database data | AGMakerManager.update_project_database_plain(“Database Name”, “Record Name”, “Column Name”, Value) |
| Assign value to project variable data | AGMakerManager.update_project_database_variable(“Variable Name”, Value) |
| Assign value to project switch data | AGMakerManager.update_project_database_switch(“Switch Name”, True / False) |
Retrieve Data by Record Index
-
get_project_database_plain_by_idx: User Database -
get_project_database_equipment_type_by_idx: Equipment Type -
get_project_database_attribute_type_by_idx: Attribute Type -
get_project_database_custom_type_by_idx: User-Defined Type Database -
get_project_database_sound_by_idx: Sound Database -
get_project_database_variable_by_idx: Project Variable -
get_project_database_switch_by_idx: Project Switch
Update Data by Record Index
-
update_project_database_plain_by_idx: User Database -
update_project_database_variable_by_idx: Project Variable -
update_project_database_switch_by_idx: Project Switch
Retrieve Total Number of Records
-
get_project_database_plain_record_max: User Database -
get_project_database_equipment_type_record_max: Equipment Type -
get_project_database_attribute_type_record_max: Attribute Type -
get_project_database_custom_type_record_max: User-Defined Type Database -
get_project_database_sound_record_max: Sound Database -
get_project_database_variable_record_max: Project Variable -
get_project_database_switch_record_max: Project Switch
Camera Related Methods
Create CameraTargetSettings
var camera_target_settings = CameraTargetSettings.new()
camera_target_settings._target_id = “Any ID”
camera_target_settings._is_active_target = true
camera_target_settings._visible_size = Vector2(100, 100)
add_child(camera_target_settings)
camera_target_settings.position = Vector2(100, 100)
Register Created CameraTargetSettings to Any ZoomCamera2D
$ZoomCamera2D.regist_target(camera_target_settings.get_instance_id())
Unregister CameraTargetSettings from ZoomCamera2D
$ZoomCamera2D.unregist_target(camera_target_settings.get_instance_id())
FaceDirectionSettings (Direction of Gaze)
set_face_direction: The first argument specifies the angle of gaze direction, and the second argument specifies whether to flip.get_face_direction: Returns the angle of the gaze direction.
Other Methods
Register Game Object Created in GDScript with AGMakerManager
AGMakerManager.regist_game_object(“TargetNode”)
Retrieve Currently Running Game Scene
get_current_game_scene()
func _ready() -> void:
var game_scene = AGMakerManager.get_current_game_scene()
print("*** get current scene = ", game_scene.name)
pass
Signal List
GameObject
on_saved(int slot, Object object)
on_loaded(int slot, Object object)
AGMakerManager
on_saved(int slot)
on_loaded(int slot)
game_scene_about_to_change(current: Object)
This signal fires just before scene transition; current contains the game scene before transition.
game_scene_changed(current: Object)
This signal fires after scene transition; current contains the game scene after transition.
※ The type is Object due to Godot’s specification; please cast it to GameScene or Node2D as needed.
Sample Code:
func _ready() -> void:
# Connect to signal for pre-scene transition event
AGMakerManager.game_scene_about_to_change.connect(_on_before_change_scene)
# Connect to signal for post-scene transition event
AGMakerManager.game_scene_changed.connect(_on_after_change_scene)
pass
func _on_before_change_scene(current_scene: GameScene):
print("*** on before change scene = ", current_scene.name)
pass
func _on_after_change_scene(current_scene: GameScene):
print("*** on after change scene = ", current_scene.name)
pass