Added progress & major dialog bugfix
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afde971c17
commit
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client/Assets/Art/logo.aseprite
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[deps]
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@ -10,7 +10,8 @@ names = {
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"intro_meet_ceo": 4,
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"intro_science": 1,
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"intro_science_followup": 3,
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"intro_text": 2
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"intro_text": 2,
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"intro_transportship": 6
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}
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story = {
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1: {
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@ -671,6 +672,25 @@ not be too far out of reach.",
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"type": "line"
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}
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}
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},
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6: {
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"available_nid": [ ],
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"groups": [ "Introduction" ],
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"human_readable_description": "Interact with landed transportship",
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"name": "intro_transportship",
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"nodes": {
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1: {
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"graph_offset": Vector2( 40, 40 ),
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"links": {
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},
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"rect_size": Vector2( 324, 137 ),
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"slot_amount": 1,
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"text": "This seems to be a Ravenetworks transport, but it's empty. Is this
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suppose to be carrying the biological shipment?",
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"type": "line"
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}
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}
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}
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}
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available_dids = [ ]
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15
client/Nodes/Wall Light.tscn
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client/Nodes/Wall Light.tscn
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Assets/Art/basic_light.png" type="Texture" id=1]
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[ext_resource path="res://Assets/Art/Objects/wall_light.png" type="Texture" id=2]
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[node name="Wall Light" type="Sprite"]
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texture = ExtResource( 2 )
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[node name="Light2D" type="Light2D" parent="."]
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texture = ExtResource( 1 )
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texture_scale = 3.0
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energy = 1.1
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shadow_enabled = true
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shadow_filter = 5
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shadow_filter_smooth = 0.5
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7
client/Scenes/Area2D.gd
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client/Scenes/Area2D.gd
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extends "res://Scripts/Component/Interactable.gd"
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func _ready():
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connect("interacted", self, "_on_interact")
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func _on_interact():
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$Speaker.start_dialog("intro_transportship")
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client/Scenes/Credits.scn
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client/Scenes/Credits.scn
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@ -5,6 +5,7 @@ signal finished_text
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signal message_list_empty
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func speak(message):
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done = false
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spoken_text = ""
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for character in message:
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soundQueue.append(character)
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@ -24,6 +25,7 @@ var speaker = "default"
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var soundQueue = []
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var spoken_text = ""
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var playing_speech = false
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var done = true
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export var voice_pitch : float = 1
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func play_audio():
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@ -61,7 +63,9 @@ func play_audio():
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print("No sound for: " + str(speaker))
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else:
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playing_speech = false
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emit_signal("finished_text")
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if len(soundQueue) == 0:
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emit_signal("finished_text")
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done = true
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func del_obj(obj):
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obj.queue_free()
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@ -13,7 +13,7 @@ var did : int
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var choices : int = 1
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var selected_choice : int = -1
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export var speaker_name = ""
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var final_display_message = ""
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func _ready():
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story_reader.read(story_file)
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@ -30,16 +30,22 @@ func _on_text_update():
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func start_dialog(record : String):
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start_dialog_did(story_reader.get_did_via_record_name(record))
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func intialize_dialog():
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if not gui:
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gui = get_node("/root/World/GUI")
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func start_dialog_did(dialog_id : int):
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gui = get_node("/root/World/GUI")
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intialize_dialog()
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if not gui.is_in_dialog():
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nid = 1
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did = dialog_id
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process_message(story_reader.get_text(did, nid))
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func has_next_node():
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return story_reader.has_slot(did, nid, 0)
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func process_message(message):
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gui.clear_choices()
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@ -62,6 +68,7 @@ func process_message(message):
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i = i + 1
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speak(message)
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final_display_message = message
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func _on_choice(decision):
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move_dialog_forward(decision)
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@ -75,5 +82,6 @@ func move_dialog_forward(decision = 0):
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gui.finish_dialog()
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func _process(delta):
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if(Input.is_action_just_pressed("ui_accept") and choices == 0 and playing_speech == false):
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if(Input.is_action_just_pressed("ui_accept") and choices == 0 and final_display_message == gui.current_dialog()):
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print("YEET")
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move_dialog_forward(0)
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@ -3,7 +3,7 @@ extends "res://Scripts/Component/Interactable.gd"
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func _ready():
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connect("interacted", self, "_on_interact")
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$Speaker.speaker_name = "Dr.Thadd"
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$Speaker.start_dialog("intro_science")
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#$Speaker.start_dialog("intro_science")
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func _on_interact():
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$Speaker.start_dialog("intro_science_followup")
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12
client/Scripts/Singletons/CreditsManager.gd
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12
client/Scripts/Singletons/CreditsManager.gd
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extends Control
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const SCROLL_SPEED = 25
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func _ready():
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$"/root/MusicManager".play_music("Dystopian/The Story Continues")
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func _process(delta):
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$Scolling.rect_position.y = $Scolling.rect_position.y - delta * SCROLL_SPEED
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if abs($Scolling.rect_position.y) > $Scolling.rect_size.y + 100:
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get_tree().change_scene("res://Scenes/Title.scn")
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func _ready():
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main_player = self
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bus = "Music"
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func play_music(song, loop=true):
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var audio_file = "res://Assets/Music/" + song + ".ogg"
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@ -1,10 +1,13 @@
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extends CanvasLayer
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func is_in_dialog():
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return in_dialog
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return in_dialog or $Dialog.is_visible_in_tree()
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var in_dialog = false
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func current_dialog():
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return $Dialog/Textbox/Body.text
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func set_dialog(message, speaker=""):
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$Dialog.show()
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in_dialog = true
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9
client/default_bus_layout.tres
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9
client/default_bus_layout.tres
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[gd_resource type="AudioBusLayout" format=2]
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[resource]
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bus/1/name = "Music"
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bus/1/solo = false
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bus/1/mute = false
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bus/1/bypass_fx = false
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bus/1/volume_db = -5.04538
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bus/1/send = "Master"
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@ -25,6 +25,8 @@ MusicManager="*res://Scripts/Singletons/MusicManager.gd"
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[display]
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window/size/width=1280
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window/size/height=720
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window/stretch/mode="2d"
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window/stretch/aspect="keep_width"
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