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<a href="#pub-methods">Public Member Functions</a> &#124;
<a href="#pub-static-methods">Static Public Member Functions</a> &#124;
<a href="#pro-methods">Protected Member Functions</a> &#124;
<a href="#pro-static-methods">Static Protected Member Functions</a> &#124;
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<p>The root of a game.
<a href="classutils_1_1GameRoot3D.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="game__root_8hpp_source.html">game_root.hpp</a>&gt;</code></p>
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Inheritance diagram for utils::GameRoot3D:</div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:acbe172accf6be3995fc6e09f82972f8d"><td class="memItemLeft" align="right" valign="top"><a id="acbe172accf6be3995fc6e09f82972f8d" name="acbe172accf6be3995fc6e09f82972f8d"></a>
virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>_enter_tree</b> () override</td></tr>
<tr class="separator:acbe172accf6be3995fc6e09f82972f8d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac2988192b6066c7497e8a9b8e2ab3aee"><td class="memItemLeft" align="right" valign="top"><a id="ac2988192b6066c7497e8a9b8e2ab3aee" name="ac2988192b6066c7497e8a9b8e2ab3aee"></a>
virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>_ready</b> () override</td></tr>
<tr class="separator:ac2988192b6066c7497e8a9b8e2ab3aee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9990f4397e3e636f03b85cfaa9e32ff3"><td class="memItemLeft" align="right" valign="top"><a id="a9990f4397e3e636f03b85cfaa9e32ff3" name="a9990f4397e3e636f03b85cfaa9e32ff3"></a>
virtual void&#160;</td><td class="memItemRight" valign="bottom"><b>_exit_tree</b> () override</td></tr>
<tr class="separator:a9990f4397e3e636f03b85cfaa9e32ff3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a85eee9cb258971abe9fe8577314b2556"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#a85eee9cb258971abe9fe8577314b2556">player_input_connected</a> ()</td></tr>
<tr class="memdesc:a85eee9cb258971abe9fe8577314b2556"><td class="mdescLeft">&#160;</td><td class="mdescRight">Instantiate a new <a class="el" href="classutils_1_1PlayerInput.html" title="An event-driven input observer.">PlayerInput</a>. <br /></td></tr>
<tr class="separator:a85eee9cb258971abe9fe8577314b2556"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a89953130655a618aefa8f3ea0db63a53"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#a89953130655a618aefa8f3ea0db63a53">remove_player</a> (uint32_t player_id)</td></tr>
<tr class="memdesc:a89953130655a618aefa8f3ea0db63a53"><td class="mdescLeft">&#160;</td><td class="mdescRight">Force-disconnect a player. <br /></td></tr>
<tr class="separator:a89953130655a618aefa8f3ea0db63a53"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8609fc03b909a94a3c9da6f9e9d2307b"><td class="memItemLeft" align="right" valign="top"><a id="a8609fc03b909a94a3c9da6f9e9d2307b" name="a8609fc03b909a94a3c9da6f9e9d2307b"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>remove_all_players</b> ()</td></tr>
<tr class="separator:a8609fc03b909a94a3c9da6f9e9d2307b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a865e6d9fe4f9422c0fb974bd6b1222ce"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#a865e6d9fe4f9422c0fb974bd6b1222ce">initialize_player</a> (<a class="el" href="classutils_1_1IPlayer.html">IPlayer</a> *player, uint32_t id)</td></tr>
<tr class="memdesc:a865e6d9fe4f9422c0fb974bd6b1222ce"><td class="mdescLeft">&#160;</td><td class="mdescRight">Initialize and register a player instance. <br /></td></tr>
<tr class="separator:a865e6d9fe4f9422c0fb974bd6b1222ce"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:add087bf071383383e68e919173670c47"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#add087bf071383383e68e919173670c47">reset_game_mode</a> ()</td></tr>
<tr class="memdesc:add087bf071383383e68e919173670c47"><td class="mdescLeft">&#160;</td><td class="mdescRight">Un-set game mode. <br /></td></tr>
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<tr class="memitem:acbec3f7b39c8c991a725e611dd8b869e"><td class="memItemLeft" align="right" valign="top"><a id="acbec3f7b39c8c991a725e611dd8b869e" name="acbec3f7b39c8c991a725e611dd8b869e"></a>
<a class="el" href="classutils_1_1Level3D.html">Level3D</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>load_level</b> (gd::Ref&lt; gd::PackedScene &gt; level)</td></tr>
<tr class="memdesc:acbec3f7b39c8c991a725e611dd8b869e"><td class="mdescLeft">&#160;</td><td class="mdescRight">shorthand for load_level(level, Transform3D()) <br /></td></tr>
<tr class="separator:acbec3f7b39c8c991a725e611dd8b869e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad53d50b5b35e4c13bf84f2d9c0f45a0b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classutils_1_1Level3D.html">Level3D</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#ad53d50b5b35e4c13bf84f2d9c0f45a0b">load_level_at</a> (gd::Ref&lt; gd::PackedScene &gt; level, gd::Transform3D at)</td></tr>
<tr class="memdesc:ad53d50b5b35e4c13bf84f2d9c0f45a0b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Load a level, only works if 'level' is a valid scene where the root Node can cast to '<a class="el" href="classutils_1_1Level3D.html" title="3D level root to be used with GameRoot3D.">Level3D</a>'. <br /></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>unload_all_levels</b> ()</td></tr>
<tr class="memdesc:a4053b12af23cef53eb294729f1cb3aa8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unload all currently loaded levels. <br /></td></tr>
<tr class="separator:a4053b12af23cef53eb294729f1cb3aa8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a453c8aa3920d7d0adaf2490c63a7d92c"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#a453c8aa3920d7d0adaf2490c63a7d92c">replace_levels</a> (gd::Ref&lt; gd::PackedScene &gt; level)</td></tr>
<tr class="memdesc:a453c8aa3920d7d0adaf2490c63a7d92c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Replace all currently loaded levels with a new level. <br /></td></tr>
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<tr class="memitem:a1937044fe05a903610308f8d382de975"><td class="memItemLeft" align="right" valign="top"><a id="a1937044fe05a903610308f8d382de975" name="a1937044fe05a903610308f8d382de975"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>register_spawn_point</b> (<a class="el" href="classutils_1_1SpawnPoint3D.html">SpawnPoint3D</a> *spawn_point)</td></tr>
<tr class="memdesc:a1937044fe05a903610308f8d382de975"><td class="mdescLeft">&#160;</td><td class="mdescRight">Register a spawnpoint for use when spawning players. <br /></td></tr>
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<tr class="memitem:a8f0302998c72c1d402745e3d16cfbf7b"><td class="memItemLeft" align="right" valign="top"><a id="a8f0302998c72c1d402745e3d16cfbf7b" name="a8f0302998c72c1d402745e3d16cfbf7b"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>unregister_spawn_point</b> (<a class="el" href="classutils_1_1SpawnPoint3D.html">SpawnPoint3D</a> *spawn_point)</td></tr>
<tr class="separator:a8f0302998c72c1d402745e3d16cfbf7b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aadefd1d1fd0b0493457c8288c87ccad6"><td class="memItemLeft" align="right" valign="top"><a id="aadefd1d1fd0b0493457c8288c87ccad6" name="aadefd1d1fd0b0493457c8288c87ccad6"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>place_player_at_spawnpoint</b> (<a class="el" href="classutils_1_1IPlayer.html">IPlayer</a> *player)</td></tr>
<tr class="separator:aadefd1d1fd0b0493457c8288c87ccad6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab5afd37ae4fca77439721fe9e5b578ed"><td class="memItemLeft" align="right" valign="top"><a id="ab5afd37ae4fca77439721fe9e5b578ed" name="ab5afd37ae4fca77439721fe9e5b578ed"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>player_despawned</b> (uint32_t id)</td></tr>
<tr class="separator:ab5afd37ae4fca77439721fe9e5b578ed"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6c2a1aa2c35808a1b003ae79eac348c2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#a6c2a1aa2c35808a1b003ae79eac348c2">set_game_mode</a> (gd::Ref&lt; <a class="el" href="classutils_1_1GameMode.html">GameMode</a> &gt; prototype)</td></tr>
<tr class="memdesc:a6c2a1aa2c35808a1b003ae79eac348c2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Override the current gamemode. <br /></td></tr>
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<tr class="memitem:a896b4e4d3b9465a83a10249dbd559662"><td class="memItemLeft" align="right" valign="top"><a id="a896b4e4d3b9465a83a10249dbd559662" name="a896b4e4d3b9465a83a10249dbd559662"></a>
<a class="el" href="classutils_1_1GameMode.html">GameMode</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>get_game_mode</b> () const</td></tr>
<tr class="memdesc:a896b4e4d3b9465a83a10249dbd559662"><td class="mdescLeft">&#160;</td><td class="mdescRight">get the current active game mode. <br /></td></tr>
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<tr class="memitem:a105011a591cf09368958d4be350ed352"><td class="memItemLeft" align="right" valign="top"><a id="a105011a591cf09368958d4be350ed352" name="a105011a591cf09368958d4be350ed352"></a>
<a class="el" href="classutils_1_1GameState.html">GameState</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>get_game_state</b> () const</td></tr>
<tr class="memdesc:a105011a591cf09368958d4be350ed352"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the current active game state. <br /></td></tr>
<tr class="separator:a105011a591cf09368958d4be350ed352"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa9ed453a0b416641dfa5154a0b69c79e"><td class="memItemLeft" align="right" valign="top">gd::HashMap&lt; gd::StringName, <a class="el" href="classutils_1_1Level3D.html">Level3D</a> * &gt; &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#aa9ed453a0b416641dfa5154a0b69c79e">get_levels</a> ()</td></tr>
<tr class="memdesc:aa9ed453a0b416641dfa5154a0b69c79e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns all currently active levels. <br /></td></tr>
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<tr class="memitem:a27492f37140fa8af6c6955f2147f5521"><td class="memItemLeft" align="right" valign="top"><a id="a27492f37140fa8af6c6955f2147f5521" name="a27492f37140fa8af6c6955f2147f5521"></a>
<a class="el" href="classutils_1_1IPlayer.html">IPlayer</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>get_player</b> (uint32_t id)</td></tr>
<tr class="memdesc:a27492f37140fa8af6c6955f2147f5521"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the player instance associated with id. <br /></td></tr>
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<tr class="memitem:af176a558f2a3b972c970087c2a1e3d7b"><td class="memItemLeft" align="right" valign="top"><a id="af176a558f2a3b972c970087c2a1e3d7b" name="af176a558f2a3b972c970087c2a1e3d7b"></a>
gd::Vector&lt; <a class="el" href="classutils_1_1IPlayer.html">IPlayer</a> * &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>get_players</b> ()</td></tr>
<tr class="memdesc:af176a558f2a3b972c970087c2a1e3d7b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get all players in a list. <br /></td></tr>
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<tr class="memitem:a15df4b8020de484ba142bc0ef61c60d4"><td class="memItemLeft" align="right" valign="top"><a id="a15df4b8020de484ba142bc0ef61c60d4" name="a15df4b8020de484ba142bc0ef61c60d4"></a>
void&#160;</td><td class="memItemRight" valign="bottom"><b>set_first_boot_level</b> (gd::Ref&lt; gd::PackedScene &gt; level)</td></tr>
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gd::Ref&lt; gd::PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>get_first_boot_level</b> () const</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>set_game_state_prototype</b> (gd::Ref&lt; <a class="el" href="classutils_1_1GameState.html">GameState</a> &gt; <a class="el" href="classutils_1_1GameRoot3D.html#af73d3a598b72fcdc7dce372ea3af6e44">game_state</a>)</td></tr>
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gd::Ref&lt; <a class="el" href="classutils_1_1GameState.html">GameState</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>get_game_state_prototype</b> () const</td></tr>
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Static Public Member Functions</h2></td></tr>
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static <a class="el" href="classutils_1_1GameRoot3D.html">GameRoot3D</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>get_singleton</b> ()</td></tr>
<tr class="memdesc:ad1c9387dee7919a8ab5d60b19cba2140"><td class="mdescLeft">&#160;</td><td class="mdescRight">get the current active singleton instance of GameRoot <br /></td></tr>
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static bool&#160;</td><td class="memItemRight" valign="bottom"><b>has_singleton</b> ()</td></tr>
<tr class="memdesc:a13e110d60dffd924248af9c3f6943706"><td class="mdescLeft">&#160;</td><td class="mdescRight">returns true if there is currently a singleton active for GameRoot <br /></td></tr>
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Protected Member Functions</h2></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>grab_singleton</b> ()</td></tr>
<tr class="memdesc:a0fc164bad77a192ff2209eee18e5104b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Attempt to make 'this' the current singleton instance. <br /></td></tr>
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<tr class="memitem:adc4455c11d39f8a267091f29ead441ee"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#adc4455c11d39f8a267091f29ead441ee">release_singleton</a> ()</td></tr>
<tr class="memdesc:adc4455c11d39f8a267091f29ead441ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Attempt to stop being the active singleton instance. <br /></td></tr>
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uint32_t&#160;</td><td class="memItemRight" valign="bottom"><b>find_empty_player_slot</b> () const</td></tr>
<tr class="memdesc:ab3895b9b48c4646a876e188d226c5723"><td class="mdescLeft">&#160;</td><td class="mdescRight">Find a Player Input device not yet associated with a player. <br /></td></tr>
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<a class="el" href="classutils_1_1IPlayer.html">IPlayer</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>spawn_player</b> (uint32_t id)</td></tr>
<tr class="memdesc:a3e74ac9841575d9a915cf7ac6735b42b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Spawn a player to be associated with id. <br /></td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>level_unloaded</b> (gd::StringName scene_path)</td></tr>
<tr class="memdesc:af34016620adcdc2654358b463769a85f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Callback for a level exiting the tree. <br /></td></tr>
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Static Protected Member Functions</h2></td></tr>
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static bool&#160;</td><td class="memItemRight" valign="bottom"><b>is_valid_level</b> (gd::Ref&lt; gd::PackedScene &gt; &amp;level)</td></tr>
<tr class="memdesc:a77e4726bb8fec522669cbb2c068e47d9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Check if a scene is a valid level. <br /></td></tr>
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Private Member Functions</h2></td></tr>
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&#160;</td><td class="memItemRight" valign="bottom"><b>GDCLASS</b> (<a class="el" href="classutils_1_1GameRoot3D.html">GameRoot3D</a>, gd::Node)</td></tr>
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Static Private Member Functions</h2></td></tr>
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static void&#160;</td><td class="memItemRight" valign="bottom"><b>_bind_methods</b> ()</td></tr>
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Private Attributes</h2></td></tr>
<tr class="memitem:af508cc9852b123ea37b94651da0f3c19"><td class="memItemLeft" align="right" valign="top">uint32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#af508cc9852b123ea37b94651da0f3c19">next_player_id</a> {1}</td></tr>
<tr class="memdesc:af508cc9852b123ea37b94651da0f3c19"><td class="mdescLeft">&#160;</td><td class="mdescRight">Next available player ID. <br /></td></tr>
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gd::HashMap&lt; uint32_t, gd::Pair&lt; <a class="el" href="classutils_1_1PlayerInput.html">PlayerInput</a> *, <a class="el" href="classutils_1_1IPlayer.html">IPlayer</a> * &gt; &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>players</b> {}</td></tr>
<tr class="memdesc:acf48cbe3b2b6dd064cd1665ea8df2b9a"><td class="mdescLeft">&#160;</td><td class="mdescRight">all players by id by input device. <br /></td></tr>
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gd::RandomNumberGenerator&#160;</td><td class="memItemRight" valign="bottom"><b>rng</b> {}</td></tr>
<tr class="memdesc:a623230c72ced578d7be1b9141b54fbd4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Global random number generator. <br /></td></tr>
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gd::HashMap&lt; gd::StringName, <a class="el" href="classutils_1_1Level3D.html">Level3D</a> * &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>levels</b> {}</td></tr>
<tr class="memdesc:a800421c3b82947156eebcbf730a680db"><td class="mdescLeft">&#160;</td><td class="mdescRight">all currently active levels identified by their resource paths. <br /></td></tr>
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gd::Vector&lt; <a class="el" href="classutils_1_1SpawnPoint3D.html">SpawnPoint3D</a> * &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>spawn_points</b> {}</td></tr>
<tr class="memdesc:a116245a9c4e7edf53ec03c6fe78c8462"><td class="mdescLeft">&#160;</td><td class="mdescRight">all currently available spawn points. <br /></td></tr>
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gd::Ref&lt; <a class="el" href="classutils_1_1GameMode.html">GameMode</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>game_mode</b> {}</td></tr>
<tr class="memdesc:abb25b7613e1c7cd4f056020e6990d8e1"><td class="mdescLeft">&#160;</td><td class="mdescRight">current active gamemode. <br /></td></tr>
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<tr class="memitem:af73d3a598b72fcdc7dce372ea3af6e44"><td class="memItemLeft" align="right" valign="top">gd::Ref&lt; <a class="el" href="classutils_1_1GameState.html">GameState</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classutils_1_1GameRoot3D.html#af73d3a598b72fcdc7dce372ea3af6e44">game_state</a> {}</td></tr>
<tr class="memdesc:af73d3a598b72fcdc7dce372ea3af6e44"><td class="mdescLeft">&#160;</td><td class="mdescRight">Active game state. <br /></td></tr>
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gd::Ref&lt; gd::PackedScene &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>first_boot_level</b> {}</td></tr>
<tr class="memdesc:abf16d0f3b8030b758942397dcff1d46a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The level to boot into on startup. <br /></td></tr>
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gd::Ref&lt; <a class="el" href="classutils_1_1GameState.html">GameState</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><b>game_state_prototype</b> {}</td></tr>
<tr class="memdesc:ad62b2be46770ba99aa6c2a7800c52aa8"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default game state data used for game_state if no save data is available. <br /></td></tr>
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Static Private Attributes</h2></td></tr>
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static <a class="el" href="classutils_1_1GameRoot3D.html">GameRoot3D</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>singleton_instance</b> {nullptr}</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>The root of a game. </p>
<p>A game root node that manages levels and input devices. Can be loaded at any point in a game's life, but suggested is setting this as the root of the boot scene. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#aa9ed453a0b416641dfa5154a0b69c79e">&#9670;&#160;</a></span>get_levels()</h2>
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<td class="memname">gd::HashMap&lt; gd::StringName, <a class="el" href="classutils_1_1Level3D.html">Level3D</a> * &gt; &amp; utils::GameRoot3D::get_levels </td>
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<p>Returns all currently active levels. </p>
<p>Levels are identified by their packed scene path. </p>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#a800421c3b82947156eebcbf730a680db">levels</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a865e6d9fe4f9422c0fb974bd6b1222ce">&#9670;&#160;</a></span>initialize_player()</h2>
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<td class="memname">bool utils::GameRoot3D::initialize_player </td>
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<td class="paramtype"><a class="el" href="classutils_1_1IPlayer.html">IPlayer</a> *&#160;</td>
<td class="paramname"><em>player</em>, </td>
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<td class="paramtype">uint32_t&#160;</td>
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<p>Initialize and register a player instance. </p>
<p>The player will be added to the tree and AFTER setup_player_input will be called. This way the player can initialize before setting up input </p>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#acf48cbe3b2b6dd064cd1665ea8df2b9a">players</a>, <a class="el" href="classutils_1_1IPlayer.html#a0cafb35522002c12a00da6cb408e462c">utils::IPlayer::setup_player_input()</a>, and <a class="el" href="classutils_1_1IPlayer.html#aee51a05e36995e6523c3284b5cef1f42">utils::IPlayer::to_node()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#ad53d50b5b35e4c13bf84f2d9c0f45a0b">&#9670;&#160;</a></span>load_level_at()</h2>
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<td class="memname"><a class="el" href="classutils_1_1Level3D.html">Level3D</a> * utils::GameRoot3D::load_level_at </td>
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<td class="paramtype">gd::Ref&lt; gd::PackedScene &gt;&#160;</td>
<td class="paramname"><em>level</em>, </td>
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<p>Load a level, only works if 'level' is a valid scene where the root Node can cast to '<a class="el" href="classutils_1_1Level3D.html" title="3D level root to be used with GameRoot3D.">Level3D</a>'. </p>
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<tr><td class="paramname">at</td><td>Sets the root node's global transform. </td></tr>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#abb25b7613e1c7cd4f056020e6990d8e1">game_mode</a>, <a class="el" href="classutils_1_1GameRoot3D.html#a77e4726bb8fec522669cbb2c068e47d9">is_valid_level()</a>, <a class="el" href="classutils_1_1GameRoot3D.html#af34016620adcdc2654358b463769a85f">level_unloaded()</a>, <a class="el" href="classutils_1_1GameRoot3D.html#a800421c3b82947156eebcbf730a680db">levels</a>, <a class="el" href="classutils_1_1GameRoot3D.html#acf48cbe3b2b6dd064cd1665ea8df2b9a">players</a>, and <a class="el" href="classutils_1_1GameRoot3D.html#a6c2a1aa2c35808a1b003ae79eac348c2">set_game_mode()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a85eee9cb258971abe9fe8577314b2556">&#9670;&#160;</a></span>player_input_connected()</h2>
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<td class="memname">void utils::GameRoot3D::player_input_connected </td>
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<p>Instantiate a new <a class="el" href="classutils_1_1PlayerInput.html" title="An event-driven input observer.">PlayerInput</a>. </p>
<p>Does not automatically spawn a new player, but does notify game mode. </p>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#af508cc9852b123ea37b94651da0f3c19">next_player_id</a>, and <a class="el" href="classutils_1_1GameRoot3D.html#acf48cbe3b2b6dd064cd1665ea8df2b9a">players</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#adc4455c11d39f8a267091f29ead441ee">&#9670;&#160;</a></span>release_singleton()</h2>
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<p>Attempt to stop being the active singleton instance. </p>
<p>Only works if the current singleton is 'this'. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a89953130655a618aefa8f3ea0db63a53">&#9670;&#160;</a></span>remove_player()</h2>
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<td class="memname">void utils::GameRoot3D::remove_player </td>
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<p>Force-disconnect a player. </p>
<p>Calls queue_free on the <a class="el" href="classutils_1_1IPlayer.html" title="Interface required for player nodes.">IPlayer</a> instance </p>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#acf48cbe3b2b6dd064cd1665ea8df2b9a">players</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a453c8aa3920d7d0adaf2490c63a7d92c">&#9670;&#160;</a></span>replace_levels()</h2>
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<td class="memname">void utils::GameRoot3D::replace_levels </td>
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<p>Replace all currently loaded levels with a new level. </p>
<p>Shorthand for </p><div class="fragment"><div class="line"><a class="code hl_function" href="classutils_1_1GameRoot3D.html#a4053b12af23cef53eb294729f1cb3aa8">unload_all_levels</a>();</div>
<div class="line"><a class="code hl_function" href="classutils_1_1GameRoot3D.html#acbec3f7b39c8c991a725e611dd8b869e">load_level</a>(level);</div>
<div class="ttc" id="aclassutils_1_1GameRoot3D_html_a4053b12af23cef53eb294729f1cb3aa8"><div class="ttname"><a href="classutils_1_1GameRoot3D.html#a4053b12af23cef53eb294729f1cb3aa8">utils::GameRoot3D::unload_all_levels</a></div><div class="ttdeci">void unload_all_levels()</div><div class="ttdoc">Unload all currently loaded levels.</div><div class="ttdef"><b>Definition</b> game_root.cpp:133</div></div>
<div class="ttc" id="aclassutils_1_1GameRoot3D_html_acbec3f7b39c8c991a725e611dd8b869e"><div class="ttname"><a href="classutils_1_1GameRoot3D.html#acbec3f7b39c8c991a725e611dd8b869e">utils::GameRoot3D::load_level</a></div><div class="ttdeci">Level3D * load_level(gd::Ref&lt; gd::PackedScene &gt; level)</div><div class="ttdoc">shorthand for load_level(level, Transform3D())</div><div class="ttdef"><b>Definition</b> game_root.cpp:102</div></div>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#acbec3f7b39c8c991a725e611dd8b869e">load_level()</a>, and <a class="el" href="classutils_1_1GameRoot3D.html#a4053b12af23cef53eb294729f1cb3aa8">unload_all_levels()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#add087bf071383383e68e919173670c47">&#9670;&#160;</a></span>reset_game_mode()</h2>
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<p>Un-set game mode. </p>
<p>Shorthand for set_game_mode(Ref&lt;GameMode&gt;()) </p>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#a6c2a1aa2c35808a1b003ae79eac348c2">set_game_mode()</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a6c2a1aa2c35808a1b003ae79eac348c2">&#9670;&#160;</a></span>set_game_mode()</h2>
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<td class="memname">void utils::GameRoot3D::set_game_mode </td>
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<p>Override the current gamemode. </p>
<p>Replaces game mode requires destroying and respawning all players </p>
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<p class="reference">References <a class="el" href="classutils_1_1GameRoot3D.html#ab3895b9b48c4646a876e188d226c5723">find_empty_player_slot()</a>, <a class="el" href="classutils_1_1GameRoot3D.html#abb25b7613e1c7cd4f056020e6990d8e1">game_mode</a>, <a class="el" href="classutils_1_1GameRoot3D.html#a865e6d9fe4f9422c0fb974bd6b1222ce">initialize_player()</a>, and <a class="el" href="classutils_1_1GameRoot3D.html#a3e74ac9841575d9a915cf7ac6735b42b">spawn_player()</a>.</p>
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<h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#af73d3a598b72fcdc7dce372ea3af6e44">&#9670;&#160;</a></span>game_state</h2>
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<td class="memname">gd::Ref&lt;<a class="el" href="classutils_1_1GameState.html">GameState</a>&gt; utils::GameRoot3D::game_state {}</td>
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<p>Active game state. </p>
<p>Will be assigned loaded save data, or game_state_prototype if no save data is found. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#af508cc9852b123ea37b94651da0f3c19">&#9670;&#160;</a></span>next_player_id</h2>
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<td class="memname">uint32_t utils::GameRoot3D::next_player_id {1}</td>
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<p>Next available player ID. </p>
<p>Default is 1 because 0 is the "invalid" player id. </p>
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<hr/>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="game__root_8hpp_source.html">game_root.hpp</a></li>
<li>game_root.cpp</li>
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