Manual: Method/Signal List

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)

:small_blue_diamond: 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

:small_blue_diamond: 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

:small_blue_diamond: 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

:small_blue_diamond: 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)

:small_blue_diamond: Register Created CameraTargetSettings to Any ZoomCamera2D

$ZoomCamera2D.regist_target(camera_target_settings.get_instance_id())

:small_blue_diamond: 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

:small_blue_diamond: Register Game Object Created in GDScript with AGMakerManager

AGMakerManager.regist_game_object(“TargetNode”)

:small_blue_diamond: 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

:small_blue_diamond: GameObject

  • Save/Load Related Signals

on_saved(int slot, Object object)
on_loaded(int slot, Object object)

:small_blue_diamond: AGMakerManager

  • Save/Load Related Signals

on_saved(int slot)
on_loaded(int slot)

  • Scene Transition Related Signals

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