PopochiuSettings
Inherits: Resource
Description
Stores runtime configuration settings for the game.
This resource holds game-wide settings such as text speed, dialog style, inventory limits,
and transition layer configuration. Values are loaded from PopochiuConfig at initialization.
Properties
| Type | Name | Default |
|---|---|---|
| Variant | auto_continue_text | false |
| Variant | dev_use_addon_template | false |
| Variant | dialog_style | 0 |
| Variant | inventory_limit | 0 |
| Variant | is_pixel_art_game | false |
| Variant | is_pixel_perfect | false |
| Variant | items_on_start | [] |
| Variant | scale_gui | false |
| Variant | show_tl_in_first_room | false |
| Variant | text_speed | 0.0 |
| Variant | tl_cutscene_transition | "" |
| Variant | tl_cutscene_transition_mode | PopochiuTransitionLayer.PLAY_MODE.IN |
| Color | tl_fade_color | |
| Variant | tl_room_transition | "" |
| Variant | tl_room_transition_duration | 0.0 |
| Variant | tl_skip_cutscene_time | 0.0 |
| Variant | use_translations | false |
Property Descriptions
auto_continue_text
var auto_continue_text = false
If true, then dialog lines should auto continue once the animation that shows them
finishes. Otherwise, players will have to click the screen in order to continue.
dev_use_addon_template
var dev_use_addon_template = false
Setting intended for development of the plugin. It makes the game to use the original files of
the selected template to make testing changes on it easier. This is a workaround while we find
how to make the scenes moved to res://game/gui inherit from the
source ones.
dialog_style
var dialog_style = 0
The style to use in dialog lines:
-
Above Character. Makes the text appear in top of each character. You can define the position of if using the DialogPos node in the character's scene.
-
Portrait. Texts will appear in a panel located in the center of the game window accompanied by the avatar of the character who is speaking. You can define an avatar for each emotion with the
avatarsproperty. -
Caption. The texts will appear at the bottom of the game window (as if they were subtitles).
inventory_limit
var inventory_limit = 0
The max number of items players will be able to put in the inventory.
is_pixel_art_game
var is_pixel_art_game = false
If true, the CanvasItem.texture_filter of PopochiuClickable
and PopochiuInventoryItem will be set to
CanvasItem.TextureFilter.TEXTURE_FILTER_NEAREST when those objects are created.
is_pixel_perfect
var is_pixel_perfect = false
Whether the cursor should move in whole pixels or not.
items_on_start
var items_on_start = []
An array with the script_name of the inventory items that will be added to the
inventory when the game starts. You can use the context menu in front of each inventory item in
Popochiu's Main tab to add or remove items from start with the
[img]res://addons/popochiu/icons/inventory_item_start.png[/img] Start with it option.
scale_gui
var scale_gui = false
Whether the GUI should scale to match the native game resolution. The default GUI has a 356x200 resolution.
show_tl_in_first_room
var show_tl_in_first_room = false
A flag telling if the transition layer should be shown when the game starts.
text_speed
var text_speed = 0.0
The speed at which characters are displayed when a character speaks and the text is being animated
tl_cutscene_transition
var tl_cutscene_transition = ""
The transition animation that will be used when skipping a cutscene.
tl_cutscene_transition_mode
var tl_cutscene_transition_mode = PopochiuTransitionLayer.PLAY_MODE.IN
Cutscene transition mode (in, out, in_out).
tl_fade_color
var tl_fade_color : Color
The color the screen changes to when a transition is played (e.g. move between rooms, skip a cutscene).
tl_room_transition
var tl_room_transition = ""
The transition animation that will be used when moving between rooms.
tl_room_transition_duration
var tl_room_transition_duration = 0.0
The duration, in seconds, of the transition animation when moving between rooms.
tl_skip_cutscene_time
var tl_skip_cutscene_time = 0.0
The time, in seconds, that will take the game to skip a cutscene.
use_translations
var use_translations = false
When true the game will call tr() when getting the texts to show in
the game.