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Objects
Here you can find a list of the objects that exist in game and a brief description of what they do. They are categorized based on what folder they are in.
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obj_player_creator: Responsable for collectingglobal.playerNameandglobal.pronounsat the start of the game in the first cutscene. -
obj_dream: Responsable for making the first cutscene actually happen, creates the background and instantiateobj_introandobj_player_creator. -
obj_intro: Where the text of the first cutscene actually is. -
obj_rect: Rectangle used as "button" to the elements inobj_player_creator.
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obj_characters: Draw a character on screen based on the variables that choose the sprite (chara) and the expression (characterExpression). -
obj_node_controller: The brain of the Dialogue System, the place where the magic happens, here the.yarnfiles are read and the text and/or options are shown to the player. -
obj_textbox: An object that has the textbox and some logic.
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obj_map_actions: Shows how many actions the player has. This object is used only on the map. -
obj_map_controller: Controller of all the things in the map. Instantiatesobj_ui_btn_calendar,obj_ui_btn_configandobj_map_actions. -
obj_place_parent: The parent of all objects in the subfolder "Places". It has some basic things that all of the children have in common.
All objects in this subfolder are children of obj_place_parent. They are all buttons used on the map to help the player navigate the rooms. This is a list of them:
obj_place_classroomobj_place_courtyardobj_place_dormitoryobj_place_dormroomobj_place_gazeboobj_place_restaurantobj_place_school
These are objects that are instantiated only once and stay present even when there is a room change. They carry information and functions that are used in other objects and code.
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DEBUG_DRAWER: Has all the logic of Debug Mode. -
obj_game: The main object of the game. It serves as a central hub for managing lots of things. Some features include:-
Localization: It manages the loading of translated files based on the game language, ensuring that dialogue and text are displayed in the correct language.
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Room and Navigation: It handles room transitions, sets up camera views for each room, and tracks the current room and location within the game.
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Chatterbox Dialogue: It loads dialogue files dynamically or manually, initializes custom functions and variables for dialogue interactions, and manages dialogue transitions and interactions.
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Game Controls: It defines keybindings for different input modes (mouse, keyboard, gamepad) and provides instructions for game controls based on the input mode.
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Camera: It's responsible for setting up camera, viewports and resolution.
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obj_jukebox: The object responsable for playing background music. Has functions to play/stop music and changes music depending on the room. -
obj_transition: Has the logic behind transitions that happen in the game.
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obj_save_load: This has the logic to create the screen in therm_file_selectionroom. -
obj_save_slot: The save slot that appears in therm_file_selectionroom and all its logic.
These are animation objects that can be edited and played in the editor. They can also be instantiated by code. This is a list with the subfolders and sequences that are in game.
sq_trans_barssq_trans_fade_blacksq_trans_fade_white
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obj_config_menu: Has all the logic that makes the Config Menu work. It was programmed in a way that it`s easy to add new features to the Config Menu. Pretty crazy! -
obj_rect_config: Rectangle used as "button" to the elements inobj_config_menu.
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obj_ui_btn_actions: Shows how many actions the player has using global variables. -
obj_ui_btn_calendar: Shows the current day and daytime to the player using global variables. -
obj_ui_btn_config: Child ofobj_ui_btn_parent, opens Config Menu (that is not finished right now). -
obj_ui_btn_map: Child ofobj_ui_btn_parent, opens the map (that doesn`t exist right now). -
obj_ui_btn_parent: Parent object for UI buttons, has some basic functionalities like hovering. -
obj_ui_controller: Controls and instantiates all UI objects during the game. It should be present in all room scenes that are a location. -
obj_ui_plant_stages: A cute flower that changes sprite based on the current daytime!
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obj_lang_menu: Has the logic of choosing a language inrm_lang. It instantiates the UI elements that are necessary for this action. -
obj_lang_menu_btn: Buttons that appear inrm_lang. They can confirm or cancel the language choice. -
obj_lang_selection: Selects the language fromobj_lang_menuvisually with a nice tweening effect.
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obj_title_button: Buttons that appear inrm_title, has some logic like hovering and changingobj_title_menu_controllerchoice. -
obj_title_menu_controller: Instantiates and control the Main Menu inrm_title.
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obj_announcement: Use this object to make an announcement. It can be instantiated by using the functionMakeAnnouncement(). -
obj_timer: A simple timer that can execute a function after it ends. It can be instantiated by using the functionExecuteTimedAction(). -
obj_timer_transition: A child ofobj_timer.