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extends Node
class_name Game
signal dialogue_begin()
signal dialogue_next()
signal dialogue_end()
onready var gui: GUI = $CanvasLayer/GUI
var in_dialogue_with: Node = null
# Called when the node enters the scene tree for the first time.
func _ready():
update_debug_gui()
connect_signals()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func update_debug_gui():
var current_level = $Level.get_filename()
gui.set_debug_text("Level: %s" % current_level)
func connect_signals():
var err = $Level/YSort/PlayerCharacter.connect("initiate_dialogue", self, "_on_PlayerCharacter_initiate_dialogue")
if err:
push_error(err)
func _on_Level_ready():
yield(get_tree(), "idle_frame")
update_debug_gui()
connect_signals()
func change_level(num: int):
var new_scene = "res://scenes/Level%s.tscn" % num
var cur_level = $Level
self.remove_child(cur_level)
cur_level.call_deferred("free")
var new_level_res = load(new_scene)
var new_level: Node = new_level_res.instance()
print("Changed level to " + new_scene)
var err = new_level.connect("ready", self, "_on_Level_ready")
if err:
push_error(err)
self.add_child(new_level)
new_level.set_name("Level")
func _on_PlayerCharacter_initiate_dialogue(other: Node):
in_dialogue_with = other
var dialogues: Dictionary = other.get_dialogue()
$CanvasLayer/GUI/BottomRow/DialogueBox.set_visible(true)
emit_signal("dialogue_begin")
var id = "1"
while id != null:
var d: Dictionary = dialogues[String(id)]
var name = d["name"]
var body = d["body"]
var options = d.get("options", [[">>", null]])
$CanvasLayer/GUI/BottomRow/DialogueBox.set_dialogue(name, body, options)
print("[%s] \"%s\"" % [name, body])
var next_target = yield($CanvasLayer/GUI, "dialogue_next")
id = next_target
emit_signal("dialogue_next")
in_dialogue_with = null
$CanvasLayer/GUI/BottomRow/DialogueBox.set_visible(false)
$CanvasLayer/GUI/BottomRow/DialogueBox.free_buttons()
emit_signal("dialogue_end")
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