Manual: Method/Signal List

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)

:small_blue_diamond: 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

:small_blue_diamond: 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

:small_blue_diamond: 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

:small_blue_diamond: 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)

:small_blue_diamond: register CameraTargetSettings to 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())


Other AGMakerManager Methods

:small_blue_diamond: Register Game Object generated by GDScript to AGMakerManager

AGMakerManager.regist_game_object(“TargetNode”)

:small_blue_diamond: 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

:small_blue_diamond: GameObject

Save/Load Signals

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


:small_blue_diamond: 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

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