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Game Manager

Zay Arriaga edited this page Jun 11, 2026 · 12 revisions

System Summary

The Game Manager handles much of the functionality related to the Play State. This includes making sure the player is spawned correctly on start, applying settings and presets, pausing the play scene, and resetting the scene.

This manager also consists of the edit button, the reset button, and every object that has been placed in the edit scene, including the player controller.


Connected Systems

List of connecting/parent/subsystems.

Connecting Systems:

Subsystem(s):


Related Controls

List of related controls.

Any controls would be related to the player, which are under the Player Controller wiki page.


Bugs

List of known bugs. Be descriptive but keep it brief!

  • None Currently

Feature List / Breakdown of Features

List of features and descriptions within system.

Edit Button: Brings the user back to the edit state and scene, setting everything back as it was. Reset Button: Resets the scene, putting the player, enemies, and anything else back to where it was. Player: The player itself, which the user can control. The movement properties are also applied during this state. Enemies: Enemies exist in this state and scene, and begin to execute their functionality on ready.


Important Variables

Name the most important variables, their type, and what their purpose is

  • enum playState { PLAY, PAUSE } = The current state of the play scene, which can be paused by the user.

  • var player : CharacterBody2D = A direct reference to the player, which is retrieved on scene start.

Important Functions

Name of the most important functions, their parameters, and what they do.

  • func start() -> void: As of 6/10, simply gets the player and sets their movement preset. It also sets the process modes of the player and enemies to inherit that of its parent (the GameManager).

  • func pause() -> void: When the pause key is pressed, the scene's pause state swaps.

  • func reset() -> void: Reloads the level scene, restarting it completely.


Future Work / Risks

List and description of upcoming work/risks.

Future Work:

  1. Using FPS to make animations
  2. Adding a true pause

Risks:

  • No risks at the moment.

Miscellaneous Notes

A place for miscellaneous notes pertaining to this system.

  • None.

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