extends Node2D onready var ely = $CampfireBackground/Ely onready var herbert = $Herbert onready var dialogue_box = $UI/Dialogue onready var the_choice = $TheChoice export (String, FILE, '*.json') var end_1_dialogue export (String, FILE, '*.json') var end_truth_dialogue export (String, FILE, '*.json') var end_lie_dialogue func _ready(): assert(end_1_dialogue != null) assert(end_truth_dialogue != null) assert(end_lie_dialogue != null) dialogue_box.connect('update', self, 'update_camera') yield(dialogue_box.start_dialogue(end_1_dialogue), 'end') the_choice.show() the_choice.play('default') var choice = -1 func make_choice(choice : int): the_choice.hide() yield(dialogue_box.start_dialogue(end_truth_dialogue if choice == 0 else end_lie_dialogue), 'end') get_tree().change_scene("res://scenes/credits.tscn") func _input(event): if the_choice.visible: if event.is_action_pressed("right"): the_choice.play('lie') choice = 1 if event.is_action_pressed("left"): the_choice.play('truth') choice = 0 if event.is_action_pressed("ui_accept"): if choice >= 0: make_choice(choice) 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': herbert.show() sprite = herbert else: herbert.hide() sprite = ely 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()