Intial commit

This commit is contained in:
2020-05-15 20:02:56 -04:00
commit ad966789c5
284 changed files with 6546 additions and 0 deletions

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extends Node
signal updated_text
signal finished_text
signal message_list_empty
func speak(message):
spoken_text = ""
for character in message:
soundQueue.append(character)
play_audio()
var message_list = []
func speak_lines(list_of_messages : Array = []):
message_list = message_list + list_of_messages
if len(message_list) > 0:
speak(message_list.pop_front())
else:
emit_signal("message_list_empty")
var audio_player : AudioStreamPlayer
var speaking_timer : Timer
var speaker = "default"
var soundQueue = []
var spoken_text = ""
var playing_speech = false
export var voice_pitch : float = 1
func play_audio():
playing_speech = true
if not audio_player:
audio_player = AudioStreamPlayer.new()
add_child(audio_player)
if not speaking_timer:
speaking_timer = Timer.new()
speaking_timer.connect("timeout", self, "play_audio")
add_child(speaking_timer)
audio_player.pitch_scale = voice_pitch
if len(soundQueue) > 0:
var letter = soundQueue.pop_front()
var audio_file = "res://Assets/Sfx/Speakers/" + speaker + ".wav"
var track : AudioStream
spoken_text = spoken_text + letter
emit_signal("updated_text")
if letter in " ,-'\"\n":
speaking_timer.start(0.05)
return
elif letter in ".!":
speaking_timer.start(0.15)
return
elif File.new().file_exists(audio_file):
track = load(audio_file)
audio_player.stream = track
audio_player.play()
speaking_timer.start(track.get_length())
else:
print("No sound for: " + str(speaker))
else:
playing_speech = false
emit_signal("finished_text")
func del_obj(obj):
obj.queue_free()

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extends "res://Scripts/Component/Speaker.gd"
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 gui
var nid : int = 1
var did : int
var choices : int = 1
var selected_choice : int = -1
export var speaker_name = ""
func _ready():
story_reader.read(story_file)
connect("updated_text", self, "_on_text_update")
connect("finished_text", self, "_on_finish_text")
func _on_finish_text():
gui.show_choices()
func _on_text_update():
gui.set_dialog(spoken_text, speaker_name)
func start_dialog(record : String):
start_dialog_did(story_reader.get_did_via_record_name(record))
func start_dialog_did(dialog_id : int):
gui = get_node("/root/World/GUI")
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()
selected_choice = -1
choices = message.count("<choice>")
if choices > 0:
var i = 0
var last = ""
while i < choices:
var start = message.find("<choice>")
var end = message.find("</choice>")
if start != -1 and end != -1:
var choice_text = message.substr( start+len("<choice>"), end-start-len("</choice>")+1 )
if choice_text == last:
printerr("Choice in did " + str(did) + ", nid " + str(nid) + " not closed!")
break
else:
gui.add_choice(self, i, choice_text)
message = message.replace("<choice>"+choice_text+"</choice>", "")
i = i + 1
speak(message)
func _on_choice(decision):
move_dialog_forward(decision)
func move_dialog_forward(decision = 0):
if has_next_node():
nid = story_reader.get_nid_from_slot(did, nid, decision)
process_message(story_reader.get_text(did, nid))
else:
gui.finish_dialog()
func _process(delta):
if(Input.is_action_just_pressed("ui_accept") and choices == 0 and playing_speech == false):
move_dialog_forward(0)

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extends ColorRect
signal fade_complete
export var fade_on_start : bool = false
export var start_with_fade_in : bool = true
export var fade_time : float = 1
func _ready():
if fade_on_start:
# Fade on start, if enabled
fade(fade_time, start_with_fade_in)
else:
# Retain visibility
if self.visible:
modulate.a = 1
else:
modulate.a = 0
self.show()
var timePassed = 0 #Current amount of time spend displaying te
const CHECK_LENGTH = 0.05 #Interval to check for updates
var timeNeeded = 0 #Time it takes to fade out
var fadeTimer #Timer object
var fading_in = false
func fade(seconds, fade_in = false):
fading_in = fade_in
# Set timer values
timeNeeded = seconds
timePassed = 0
# Create timer if needed
if(!fadeTimer):
fadeTimer = Timer.new()
add_child(fadeTimer)
fadeTimer.connect("timeout", self, "on_fade_timeout")
# Start fader with tick speed of `CHECK_LENGTH`
fadeTimer.start(CHECK_LENGTH)
func on_fade_timeout():
timePassed += CHECK_LENGTH
# Set modulate
if fading_in:
modulate.a = 1 - abs(timePassed/timeNeeded)
else:
modulate.a = abs(timePassed/timeNeeded)
if(timePassed >= timeNeeded):
fadeTimer.stop()
emit_signal("fade_complete")
else:
fadeTimer.start(CHECK_LENGTH)

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extends "res://Scripts/Component/StorySpeaker.gd"
func _ready():
start_dialog("intro_science")
func _on_interact():
start_dialog("intro_science_followup")

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extends KinematicBody2D
# Environment variables
export var baseGravity : float = 9.8
# Player movment variables
export var maxMoveVelocity : float = 300
export var moveAcceleration : float = 15
export var moveFriction : float = 45
export var jumpVelocity : float = -150
var moveMotion : float = 0 # Player Input ( <- & -> )
var motion : Vector2 = Vector2(0,0) # Player's current velocity
func _physics_process(delta):
# Gravity
motion.y += baseGravity
if is_on_floor():
motion.y = 0
user_input()
# Apply velocity limits
moveMotion = clamp(moveMotion, -maxMoveVelocity, maxMoveVelocity)
# Apply velocity to frame
motion.x = moveMotion
animation_manager(moveMotion)
move_and_slide(motion, Vector2(0,-1))
func user_input():
if(Input.is_action_pressed("ui_left")):
moveMotion -= moveAcceleration
if(Input.is_action_pressed("ui_right")):
moveMotion += moveAcceleration
if(is_on_floor() and Input.is_action_just_pressed("ui_up")):
motion.y = jumpVelocity
if is_on_floor() and (!Input.is_action_pressed("ui_left") and !Input.is_action_pressed("ui_right")):
if moveMotion > 0:
moveMotion = clamp(moveMotion - moveFriction, 0, moveMotion)
elif moveMotion < 0:
moveMotion = clamp(moveMotion + moveFriction, moveMotion, 0)
func animation_manager(motion : float):
if moveMotion > 0:
$AnimationPlayer.playback_speed = abs(motion)/200
$AnimationPlayer.play("RunRight")
elif moveMotion < 0:
$AnimationPlayer.playback_speed = abs(motion)/200
$AnimationPlayer.play("RunLeft")
else:
$AnimationPlayer.playback_speed = 1
$AnimationPlayer.play("Idle")

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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 loading_game : bool = false
var audio_clip_player : AudioStreamPlayer
var audio_clip_one = preload("res://Assets/Sfx/intro/loading.wav")
var audio_clip_two = preload("res://Assets/Sfx/intro/processed.wav")
var story_nid = 1
const STORY_DID = 2
func _ready():
var file = load("res://Assets/Stories/english_story.tres")
story_reader.read(file)
audio_clip_player = AudioStreamPlayer.new()
add_child(audio_clip_player)
connect("updated_text", self, "update_text")
speak(story_reader.get_text(STORY_DID, story_nid))
func update_text():
$CanvasLayer/Control/Label.text = spoken_text
func _process(delta):
if(Input.is_action_just_pressed("ui_accept") and playing_speech == false):
if story_reader.has_nid(STORY_DID, story_nid + 1):
story_nid = story_nid + 1
speak(story_reader.get_text(STORY_DID, story_nid))
else:
$CanvasLayer/Control/Label.text = ""
if not loading_game:
start_load_game()
func start_load_game():
loading_game = true
$"/root/MusicManager".stop_music()
audio_clip_player.stream = audio_clip_one
audio_clip_player.connect("finished", self, "_load_next_scene")
audio_clip_player.play()
func _load_next_scene():
get_tree().change_scene("res://Scenes/World.scn")

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extends AudioStreamPlayer
var main_player : AudioStreamPlayer
var looping : bool = false
func _ready():
main_player = self
func play_music(song, loop=true):
var audio_file = "res://Assets/Music/" + song + ".ogg"
if File.new().file_exists(audio_file):
var track = load(audio_file)
looping = loop
main_player.stream = track
main_player.play()
func stop_music():
main_player.stop()

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extends Node
func _ready():
$"/root/MusicManager".play_music("Dystopian/Dystopian")
$Environment/AnimationPlayer.playback_speed = 0.25
$Environment/AnimationPlayer.play("Floating")

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extends Node
var audio_player : AudioStreamPlayer
var gui_manager
#$"/root/MusicManager".play_music("Dystopian/The Protagonist")
func _ready():
gui_manager = $GUI
audio_player = AudioStreamPlayer.new()
add_child(audio_player)
$CanvasLayer/ColorRect.show()
play_sound(preload("res://Assets/Sfx/intro/processed.wav"))
func play_sound(audio_stream):
audio_player.stream = audio_stream
audio_player.play()

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extends CanvasLayer
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func set_dialog(message, speaker=""):
$Dialog.show()
$Dialog/Textbox/Speaker.text = speaker
$Dialog/Textbox/Body.text = message
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()
func add_choice(speaker : Node, choice_id : int, choice_text : String):
var button = Button.new()
button.text = choice_text
button.connect("button_down", speaker, "_on_choice", [choice_id])
$Dialog/Choices.add_child(button)
func show_choices():
$Dialog/Choices.show()

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extends Node
var audio_player : AudioStreamPlayer
var audio_clip = preload("res://Assets/Sfx/button_press.wav")
func _ready():
audio_player = AudioStreamPlayer.new()
add_child(audio_player)
audio_player.stream = audio_clip
$StartButton.connect("button_down", self, "_on_button_press", ["start"])
$QuitButton.connect("button_down", self, "_on_button_press", ["quit"])
$CreditsButton.connect("button_down", self, "_on_button_press", ["credits"])
$OptionsButton.connect("button_down", self, "_on_button_press", ["options"])
$BugButton.connect("button_down", self, "_on_button_press", ["bug"])
func _on_button_press(button):
audio_player.play()
match(button):
"start":
get_tree().change_scene("res://Scenes/Intro.scn")
"quit":
get_tree().quit(0)
"credits":
get_parent().get_parent().get_node("CreditsDialog").popup_centered()
"options":
get_parent().get_parent().get_node("OptionsDialog").popup_centered()
"bug":
OS.shell_open("https://github.com/josephbmanley")