Here is a list of methods used to access Action Game Maker classes in GDScript.
Variables/Switches Method
| Field | Method |
|---|---|
| Get variables data | $“../VariableSettings”.get_value(“VariableDataName”) |
| Get Switch data | $“../SwitchSettings”.get_value(“SwitchDataName”) |
| Check for the existence of variable data | $“../VariableSettings”.has_value(“VariableDataName”) |
| Check for the existence of switch data | $“../SwitchSettings”.has_value(“SwitchDataName”) |
| Set variables data | $“../VaribleSettings”.set_value(“VariableName”, Value) |
| Set switches data | $“../SwitchSettings”.set_value(“SwitchName”, True / False) |
| Connect Signal | custom_signal.connect(Callable(instance of GameObject, “receive_signal”)) |
| get VariableSettings node | $“../GameObject”.get_variable_settings() |
| get SwitchSettings node | $“../GameObject”.get_switch_settings() |
Read only variables/switches
The following ACTION GAME MAKER variables/switches are read-only values and cannot be modified via methods.
| Type | Name |
|---|---|
| Switches | is_locked, is_touching_portal |
| Variables | object_id, stayed_area_id, visible_direction, x_speed, y_speed, player_id, controller_id, taken_damage |
Database Methods
| Field | Method |
|---|---|
| Get User Database | AGMakerManager.get_project_database_plain(“database_name”, “record_name”, “column_name”) |
| Get Project Variable | AGMakerManager.get_project_database_variable(“record_name”) |
| Get Project Switch | AGMakerManager.get_project_database_switch(“record_name”) |
| Get Sound Database | AGMakerManager.get_project_database_sound(“record_name”, “column_name”) |
| Set User Database variables | AGMakerManager.update_project_database_plain(“DatabaseName”, “RecordName”, “CplumnName”, variable) |
| Set Project Database variables | AGMakerManager.update_project_database_variable(“VariableName”, variable) |
| Set Project Database Switches | AGMakerManager.update_project_database_switch(“SwitchName”, True / False) |
Methods to Get 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 Made Type -
get_project_database_sound_by_idx:Audio Database -
get_project_database_variable_by_idx:プロジェクト変数 -
get_project_database_switch_by_idx:プロジェクトスイッチ
Methods to Update Data by Record Index
-
update_project_database_plain_by_idx:User Database -
update_project_database_variable_by_idx:Project Variables -
update_project_database_switch_by_idx:Project Switches
Methods to Get Record Count
-
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 Made Type -
get_project_database_sound_record_max:Audio Database -
get_project_database_variable_record_max:Project Variables -
get_project_database_switch_record_max:Project Switches
Camera Methods
Generate CameraTargetSettings
var camera_target_settings = CameraTargetSettings.new()
camera_target_settings._target_id = “任意の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 CameraTargetSettings to ZoomCamera2D
$ZoomCamera2D.regist_target(camera_target_settings.get_instance_id())
unregister CameraTargetSettings from ZoomCamera2D
$ZoomCamera2D.unregist_target(camera_target_settings.get_instance_id())
Other AGMakerManager Methods
Register Game Object generated by GDScript to AGMakerManager
AGMakerManager.regist_game_object(“TargetNode”)
Scene transitions
get_current_game_scene()
- Returns the currently running GameScene. The return type is GameScene.
Sample Code:
func _ready() -> void:
var game_scene = AGMakerManager.get_current_game_scene()
print("*** get current scene = ", game_scene.name)
pass
Signals
GameObject
Save/Load Signals
on_saved(int slot, Object object)
on_loaded(int slot, Object object)
AGMakerManager
Save/Load Signals
on_saved(int slot)
on_loaded(int slot)
Scene Transition Related Signals
game_scene_about_to_change(current: Object)
This signal is emitted right before a scene transition is executed.
The parameter current receives the GameScene before the transition.
game_scene_changed(current: Object)
This signal is emitted after the scene transition has completed.
The parameter current receives the GameScene after the transition.
Note: The parameter type is Object due to Godot’s specification.
Please cast it to GameScene or Node2D on the user side when using it.
Sample Code:
func _ready() -> void:
# Connect to the signal emitted before the scene transition
AGMakerManager.game_scene_about_to_change.connect(_on_before_change_scene)
# Connect to the signal emitted after the scene transition
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