PopochiuICharacter
Extends: Node
Description
Property Descriptions
player
var player: PopochiuCharacter
- Setter:
@player_setter
Access to the PopochiuCharacter that is the current Player-controlled Character (PC).
camera_owner
var camera_owner: PopochiuCharacter
Access to the PopochiuCharacter that is owning the camera.
characters_states
var characters_states: Dictionary
Stores data about the state of each PopochiuCharacter in the game. The key of each entry is the [member PopochiuCharacter.script_name] of the character.
Method Descriptions
walk_to_clicked
func walk_to_clicked(offset: Vector2 = "(0, 0)") -> void
Makes the Player-controlled Character (PC) move (NON-BLOCKING) to the [member PopochiuClickable.walk_to_point] position of the last clicked [PopochiuClickable] (i.e. a PopochiuProp) in the room. You can set an [param offset] relative to the target position.
queue_walk_to_clicked
func queue_walk_to_clicked(offset: Vector2 = "(0, 0)") -> Callable
Makes the Player-controlled Character (PC) move (NON-BLOCKING) to the [member PopochiuClickable.walk_to_point] position of the last clicked [PopochiuClickable] (i.e. a PopochiuProp) in the room. You can set an [param offset] relative to the target position. [i]This method is intended to be used inside a [method Popochiu.queue] of instructions.[/i]
walk_to_clicked_blocking
func walk_to_clicked_blocking(offset: Vector2 = "(0, 0)") -> void
Similar to [method walk_to_clicked] but BLOCKING the GUI to prevent players from clicking other objects or any point in the room.
queue_walk_to_clicked_blocking
func queue_walk_to_clicked_blocking(offset: Vector2 = "(0, 0)") -> Callable
Similar to [method walk_to_clicked] but BLOCKING the GUI to prevent players from clicking other objects or any point in the room.
face_clicked
func face_clicked() -> void
Makes the Player-controlled Character (PC) look at the last clicked [PopochiuClickable].
queue_face_clicked
func queue_face_clicked() -> Callable
Makes the Player-controlled Character (PC) look at the last clicked [PopochiuClickable].[br][br] [i]This method is intended to be used inside a [method Popochiu.queue] of instructions.[/i]
change_camera_owner
func change_camera_owner(c: PopochiuCharacter) -> void
Makes the camera follow [param c].
queue_change_camera_owner
func queue_change_camera_owner(c: PopochiuCharacter) -> Callable
Makes the camera follow [param c].[br][br] [i]This method is intended to be used inside a [method Popochiu.queue] of instructions.[/i]
get_runtime_character
func get_runtime_character(script_name: String) -> PopochiuCharacter
Returns the instance of the PopochiuCharacter. If the character doesn't exists, then [code]null[/code] is returned.[br][br] This method is used by [b]res://game/autoloads/c.gd[/b] to load the instace of each character (present in that script as a variable for code autocompletion) in runtime.
is_valid_character
func is_valid_character(script_name: String) -> bool
Returns [code]true[/code] if [param script_name] is equal to [code]player[/code] or exist in [member characters].
get_character
func get_character(script_name: String) -> PopochiuCharacter
Gets a PopochiuCharacter. If the instance doesn't exist in [member characters], then one is created, added to the array, and returned.
get_instance
func get_instance(script_name: String) -> PopochiuCharacter
Gets the instance of the PopochiuCharacter.
set_player
func set_player(value: PopochiuCharacter) -> void
Signals
- signal character_spoke(character, message): Emitted when [param character] says [param message].