More sections, more art, and slightly more gameplay

This commit is contained in:
2020-05-18 00:20:31 -04:00
parent 6fd53367c0
commit 761b34ae55
179 changed files with 1699 additions and 173 deletions

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@ -1,14 +1,23 @@
extends "res://Scripts/Component/Interactable.gd"
export var item : String
export var clearance_card : int = -1
export var tip : String = ""
func _ready():
connect("interacted", self, "_on_interact")
func _on_interact():
player.add_item(item)
if len(tip) >= 1:
var gui = get_tree().root.get_node("World").get_node("GUI")
gui.display_tip(tip)
if item != "":
player.add_item(item)
if len(tip) >= 1:
give_tip(tip)
if clearance_card > 0:
if clearance_card > player.clearance_level:
player.clearance_level = clearance_card
give_tip("Unlocked Clearance Level: " + str(clearance_card))
queue_free()
func give_tip(message):
var gui = get_tree().root.get_node("World").get_node("GUI")
gui.display_tip(message)

View File

@ -2,9 +2,7 @@ extends "res://Scripts/Component/Speaker.gd"
signal dialog_exited
const Story_Reader_Class = preload("res://addons/EXP-System-Dialog/Reference_StoryReader/EXP_StoryReader.gd")
const story_file = preload("res://Assets/Stories/english_story.tres")
var story_reader = Story_Reader_Class.new()
var story_reader
var gui
@ -16,7 +14,7 @@ export var speaker_name = ""
var final_display_message = ""
func _ready():
story_reader.read(story_file)
story_reader = $"/root/StoryManager".get_reader()
connect("updated_text", self, "_on_text_update")
connect("finished_text", self, "_on_finish_text")

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@ -1,8 +1,8 @@
extends "res://Scripts/Component/Speaker.gd"
var Story_Reader_Class = preload("res://addons/EXP-System-Dialog/Reference_StoryReader/EXP_StoryReader.gd")
var story_reader = Story_Reader_Class.new()
var story_reader
var loading_game : bool = false
@ -16,9 +16,7 @@ const STORY_DID = 2
func _ready():
var file = load("res://Assets/Stories/english_story.tres")
story_reader.read(file)
story_reader = $"/root/StoryManager".get_reader()
audio_clip_player = AudioStreamPlayer.new()
add_child(audio_clip_player)

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@ -0,0 +1,19 @@
extends Node
export var locale = "en"
const Story_Reader_Class = preload("res://addons/EXP-System-Dialog/Reference_StoryReader/EXP_StoryReader.gd")
const default_story = preload("res://Assets/Stories/dev_story.tres")
var story_reader = Story_Reader_Class.new()
var loaded : bool = false
func get_reader():
if not loaded:
story_reader.read(default_story)
loaded = true
return story_reader
func set_locale():
story_reader.read(load("res://Assets/Stories/" + locale + "_story.tres"))
loaded = true

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@ -4,3 +4,4 @@ func _ready():
$"/root/MusicManager".play_music("Dystopian/Dystopian")
$Environment/AnimationPlayer.playback_speed = 0.25
$Environment/AnimationPlayer.play("Floating")
$"/root/StoryManager".set_locale()

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@ -32,19 +32,23 @@ func finish_dialog():
$Dialog.hide()
func clear_choices():
$Dialog/Choices.hide()
for i in range($Dialog/Choices.get_child_count()):
$Dialog/Choices.get_child(i).queue_free()
$Dialog/ChoicesPanel.hide()
for i in range($Dialog/ChoicesPanel/Choices.get_child_count()):
$Dialog/ChoicesPanel/Choices.get_child(i).queue_free()
func add_choice(speaker : Node, choice_id : int, choice_text : String):
$Dialog/Choices.hide()
$Dialog/ChoicesPanel.hide()
var button = Button.new()
button.text = choice_text
button.connect("button_down", speaker, "_on_choice", [choice_id])
$Dialog/Choices.add_child(button)
$Dialog/ChoicesPanel/Choices.add_child(button)
func show_choices():
$Dialog/Choices.show()
$Dialog/ChoicesPanel.show()
if $Dialog/ChoicesPanel/Choices.get_child_count() == 0:
var label = Label.new()
label.text = "Press SPACE to continue"
$Dialog/ChoicesPanel/Choices.add_child(label)
func display_tip(tip):
$Tip.modulate.a = 0