blob: 09dd5389c1a39e13bbc898f24c36a358573f3e79 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
extends Node
class_name Game
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 = other.get_dialogue()
$CanvasLayer/GUI/BottomRow/DialogueBox.set_visible(true)
for d in dialogues:
var name = d["name"]
var body = d["body"]
$CanvasLayer/GUI/BottomRow/DialogueBox/Name.set_text(name)
$CanvasLayer/GUI/BottomRow/DialogueBox/Text.set_text(body)
print("[%s] %s" % [name, body])
yield($Level/YSort/PlayerCharacter, "end_dialogue")
in_dialogue_with = null
$CanvasLayer/GUI/BottomRow/DialogueBox.set_visible(false)
|