Added progress & major dialog bugfix

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Layla 2020-05-16 13:22:42 -04:00
parent afde971c17
commit 7528cba7d7
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33 changed files with 237 additions and 8 deletions

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@ -10,7 +10,8 @@ names = {
"intro_meet_ceo": 4,
"intro_science": 1,
"intro_science_followup": 3,
"intro_text": 2
"intro_text": 2,
"intro_transportship": 6
}
story = {
1: {
@ -671,6 +672,25 @@ not be too far out of reach.",
"type": "line"
}
}
},
6: {
"available_nid": [ ],
"groups": [ "Introduction" ],
"human_readable_description": "Interact with landed transportship",
"name": "intro_transportship",
"nodes": {
1: {
"graph_offset": Vector2( 40, 40 ),
"links": {
},
"rect_size": Vector2( 324, 137 ),
"slot_amount": 1,
"text": "This seems to be a Ravenetworks transport, but it's empty. Is this
suppose to be carrying the biological shipment?",
"type": "line"
}
}
}
}
available_dids = [ ]

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@ -0,0 +1,15 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Assets/Art/basic_light.png" type="Texture" id=1]
[ext_resource path="res://Assets/Art/Objects/wall_light.png" type="Texture" id=2]
[node name="Wall Light" type="Sprite"]
texture = ExtResource( 2 )
[node name="Light2D" type="Light2D" parent="."]
texture = ExtResource( 1 )
texture_scale = 3.0
energy = 1.1
shadow_enabled = true
shadow_filter = 5
shadow_filter_smooth = 0.5

7
client/Scenes/Area2D.gd Normal file
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@ -0,0 +1,7 @@
extends "res://Scripts/Component/Interactable.gd"
func _ready():
connect("interacted", self, "_on_interact")
func _on_interact():
$Speaker.start_dialog("intro_transportship")

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client/Scenes/Credits.scn Normal file

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@ -5,6 +5,7 @@ signal finished_text
signal message_list_empty
func speak(message):
done = false
spoken_text = ""
for character in message:
soundQueue.append(character)
@ -24,6 +25,7 @@ var speaker = "default"
var soundQueue = []
var spoken_text = ""
var playing_speech = false
var done = true
export var voice_pitch : float = 1
func play_audio():
@ -61,7 +63,9 @@ func play_audio():
print("No sound for: " + str(speaker))
else:
playing_speech = false
emit_signal("finished_text")
if len(soundQueue) == 0:
emit_signal("finished_text")
done = true
func del_obj(obj):
obj.queue_free()

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@ -13,7 +13,7 @@ var did : int
var choices : int = 1
var selected_choice : int = -1
export var speaker_name = ""
var final_display_message = ""
func _ready():
story_reader.read(story_file)
@ -30,16 +30,22 @@ func _on_text_update():
func start_dialog(record : String):
start_dialog_did(story_reader.get_did_via_record_name(record))
func intialize_dialog():
if not gui:
gui = get_node("/root/World/GUI")
func start_dialog_did(dialog_id : int):
gui = get_node("/root/World/GUI")
intialize_dialog()
if not gui.is_in_dialog():
nid = 1
did = dialog_id
process_message(story_reader.get_text(did, nid))
func has_next_node():
return story_reader.has_slot(did, nid, 0)
func process_message(message):
gui.clear_choices()
@ -62,6 +68,7 @@ func process_message(message):
i = i + 1
speak(message)
final_display_message = message
func _on_choice(decision):
move_dialog_forward(decision)
@ -75,5 +82,6 @@ func move_dialog_forward(decision = 0):
gui.finish_dialog()
func _process(delta):
if(Input.is_action_just_pressed("ui_accept") and choices == 0 and playing_speech == false):
if(Input.is_action_just_pressed("ui_accept") and choices == 0 and final_display_message == gui.current_dialog()):
print("YEET")
move_dialog_forward(0)

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@ -3,7 +3,7 @@ extends "res://Scripts/Component/Interactable.gd"
func _ready():
connect("interacted", self, "_on_interact")
$Speaker.speaker_name = "Dr.Thadd"
$Speaker.start_dialog("intro_science")
#$Speaker.start_dialog("intro_science")
func _on_interact():
$Speaker.start_dialog("intro_science_followup")

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@ -0,0 +1,12 @@
extends Control
const SCROLL_SPEED = 25
func _ready():
$"/root/MusicManager".play_music("Dystopian/The Story Continues")
func _process(delta):
$Scolling.rect_position.y = $Scolling.rect_position.y - delta * SCROLL_SPEED
if abs($Scolling.rect_position.y) > $Scolling.rect_size.y + 100:
get_tree().change_scene("res://Scenes/Title.scn")

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@ -5,6 +5,7 @@ var looping : bool = false
func _ready():
main_player = self
bus = "Music"
func play_music(song, loop=true):
var audio_file = "res://Assets/Music/" + song + ".ogg"

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@ -1,10 +1,13 @@
extends CanvasLayer
func is_in_dialog():
return in_dialog
return in_dialog or $Dialog.is_visible_in_tree()
var in_dialog = false
func current_dialog():
return $Dialog/Textbox/Body.text
func set_dialog(message, speaker=""):
$Dialog.show()
in_dialog = true

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@ -0,0 +1,9 @@
[gd_resource type="AudioBusLayout" format=2]
[resource]
bus/1/name = "Music"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = -5.04538
bus/1/send = "Master"

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@ -25,6 +25,8 @@ MusicManager="*res://Scripts/Singletons/MusicManager.gd"
[display]
window/size/width=1280
window/size/height=720
window/stretch/mode="2d"
window/stretch/aspect="keep_width"