Doing EgoVenture migrations from the Wintermute engine, Thomas came up with a little helper function for simulating Wintermute interactivity. However, it would be useful way outside the Wintermute migrations, since it allows creating of pauses, taking Parrot, Boombox and Speedy into account in one single line of code. It consists of a simple addition to core.gd:
if !state:
Parrot.ignore_pause = true
Boombox.ignore_pause = true
Speedy.hidden = true
get_tree().paused = true
else:
get_tree().paused = false
Speedy.hidden = false
Boombox.ignore_pause = false
Parrot.ignore_pause = false
The pause is then created with `Core.game_interactive(false/true)`
I suggest the addition of this handy little function.
Doing EgoVenture migrations from the Wintermute engine, Thomas came up with a little helper function for simulating Wintermute interactivity. However, it would be useful way outside the Wintermute migrations, since it allows creating of pauses, taking Parrot, Boombox and Speedy into account in one single line of code. It consists of a simple addition to core.gd: