crabs-game/scripts/scenes/IntroScript.gd

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GDScript3
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extends Node
class_name IntroScript
export (NodePath) var dialogue_box_path
onready var dialogue_box = get_node(dialogue_box_path)
export (NodePath) var ely_sprite_path
onready var ely_sprite = get_node(ely_sprite_path)
export (NodePath) var herbert_sprite_path
onready var herbert_sprite = get_node(herbert_sprite_path)
export (String, FILE, '*.json') var intro_dialogue : String
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func _ready():
assert(dialogue_box != null)
assert(herbert_sprite != null)
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dialogue_box.connect('update', self, 'update_camera')
yield(get_tree().create_timer(2.0), 'timeout')
yield(start_dialogue(intro_dialogue), 'end')
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get_tree().change_scene("res://scenes/game1.tscn")
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func update_camera():
var animation = dialogue_box.expression
if animation == "":
animation = "idle"
var sprite : AnimatedSprite
if dialogue_box.character_name == 'Crab' || dialogue_box.character_name == 'Herbert':
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herbert_sprite.show()
sprite = herbert_sprite
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else:
herbert_sprite.hide()
sprite = ely_sprite
var is_old_animation_loop = sprite.get_sprite_frames().get_animation_loop(sprite.get_animation())
var is_new_animation_loop = sprite.get_sprite_frames().get_animation_loop(animation)
if !is_old_animation_loop || !is_new_animation_loop:
sprite.frame = 0
sprite.play(animation)
if !is_new_animation_loop:
yield(sprite, 'animation_finished')
dialogue_box.stop_waiting()
func start_dialogue(dialog_path : String) -> DialogueAction:
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var dialogue = DialogueAction.new()
dialogue.dialogue_file_path = dialog_path
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dialogue.dialogue_box = dialogue_box
dialogue.start()
return dialogue
var crab_finished = false
var crab_step = 0
func do_crab_step():
crab_finished = false
herbert_sprite.frame = 0
if crab_step == 0:
herbert_sprite.connect('animation_finished', self, 'crab_animation_finished')
herbert_sprite.play('eyes')
herbert_sprite.show()
elif crab_step == 1:
herbert_sprite.play('first_step')
elif crab_step == 2:
herbert_sprite.play('second_step')
elif crab_step == 3:
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herbert_sprite.disconnect('animation_finished', self, 'crab_animation_finished')
herbert_sprite.play('third_step')
yield(herbert_sprite, 'animation_finished')
herbert_sprite.play('idle')
emit_signal("end_step")
crab_step += 1
func crab_animation_finished():
crab_finished = true
func _input(event):
if crab_finished && event.is_action_pressed('ui_accept'):
do_crab_step()