Your initial design is currently very bloated, and could be simplified, and I recommend removing it, but for the sake of completeness:
Your code for SpriteClass could be simplified immensely.
var SpriteScreenX = []
var SpriteScreenY = []
var SpriteScaleX = []
var SpriteScaleY = []
var SpriteRotation = []
All that could be turned into a singular SpriteTransform property, with a type of Transform2D, a built-in engine class that has all of these properties, and some convenience functions.
Similarly,
var SpriteColorRed = []
var SpriteColorGreen = []
var SpriteColorBlue = []
var SpriteColorAlpha = []
Could all be turned into a SpriteColor variable with type Color, another built-in engine type. SpriteImageWidth and SpriteImageHeight are unnecessary, as Image already has get_height and get_width methods.
TextClass can be simplified in like fashion as well.
Also, a better way to store these would be to have an array of SpriteClass’s, without using arrays inside SpriteClass but instead individual properties for each Sprite.
However, I recommend that you abandon both TextClass and SpriteClass, and get accustomed to using regular Sprite2D and Label nodes. You don’t have to set up explicit code for loading, and they’re much easier to deal with in general. If there’s a reason you can’t do this, feel free to tell me!
”Sprite2d” is missing a lot of what we need though?
Scaling X & Y individually and simultaneously
Rotation
Color hue changing
Alpha transparency
Maybe more, just took a quick look
Can you explain how to manipulate the above in “Sprite2d”?
Also, we really would prefer a 100% GDScript project without using the IDE visual editor.
Let us know, many thanks!
Why would you like 100% GDscript? The “IDE visual editor” (Most just call it editor) is there to make your life easier, and writing scene files yourself (Or whatever you’re doing, I suspect AI) is probably far less reliable. If you are using AI, I recommend you stop using it and start doing things yourself, as leveraging the editor is a far better experience, more reliable, and actually improves your skills working with Godot and programming in general. If you simply wish to use your own IDE other than the editor’s provided code editor, that is officially supported.