crabs-game/scripts/DialogueBox.gd

157 lines
4.2 KiB
GDScript

extends Control
class_name DialogueBox
signal end
signal update
export (NodePath) var name_label_path
onready var name_label = get_node(name_label_path) as RichTextLabel
export (NodePath) var text_label_path
onready var text_label = get_node(text_label_path) as RichTextLabel
#export (NodePath) var expression_node_path
#onready var expression_node = get_node(expression_node_path) as RichTextLabel
onready var music_player = get_node('/root/MusicPlayer') as MusicPlayer
onready var black_screen = $BlackScreen
onready var control_indicator = $MarginContainer/VBoxContainer/ControlIndicator
var dialogue : Array
var index : int
var character_name : String = ""
var text : String = ""
var expression : String = ""
var waiting = false
var auto_advance = false
func _ready():
assert(name_label != null)
assert(text_label != null)
assert(music_player != null)
assert(black_screen != null)
$MarginContainer.hide()
func start_dialogue(dialog_path : String) -> DialogueAction:
var action = DialogueAction.new()
action.dialogue_file_path = dialog_path
action.dialogue_box = self
action.start()
return action
func start(_dialogue : Array):
dialogue = _dialogue
index = 0
update()
func _input(event):
if !waiting and event.is_action_pressed("ui_accept"):
if text_label.visible_characters < text_label.text.length():
text_label.visible_characters = text_label.text.length()
else:
next()
func next() -> void:
index += 1
if index >= dialogue.size():
$MarginContainer.hide()
emit_signal('end')
return
update()
func update() -> void:
var line = dialogue[index]
# Self properties
character_name = line.get('name', '')
text = line.get('text', '')
expression = line.get('expression', '')
# Flow
waiting = line.get('wait', false)
auto_advance = line.get('auto', false)
# Timer
var timer = line.get('timer', 0)
if timer > 0:
waiting = true
# Audio
var audio = line.get('audio', null)
if audio != null:
if audio == '':
music_player.fade_out()
else:
music_player.play(audio)
# UI
var upside_down = line.get('upside_down', false)
if upside_down:
$MarginContainer/VBoxContainer.alignment = BoxContainer.ALIGN_BEGIN
$MarginContainer/VBoxContainer.add_child_below_node($MarginContainer/VBoxContainer/TextContainer, $MarginContainer/VBoxContainer/NameContainer)
else:
$MarginContainer/VBoxContainer.alignment = BoxContainer.ALIGN_END
$MarginContainer/VBoxContainer.add_child_below_node($MarginContainer/VBoxContainer/NameContainer, $MarginContainer/VBoxContainer/TextContainer)
if text != '':
name_label.bbcode_text = character_name
name_label.rect_min_size.x = name_label.get_font('normal_font').get_string_size(name_label.text).x
text_label.bbcode_text = text
if character_name == '': $MarginContainer/VBoxContainer/NameContainer.hide()
else: $MarginContainer/VBoxContainer/NameContainer.show()
if text == "": $MarginContainer.hide()
else: $MarginContainer.show()
emit_signal('update')
# Animation
var animation = line.get('animation', null)
if animation != null:
print('animate!' + animation)
if animation == 'fadein':
black_screen.modulate.a = 1
black_screen.animate(animation, timer)
elif expression == 'black':
black_screen.modulate.a = 1
black_screen.animate('black', 0)
else:
black_screen.animate(null, timer)
animate_text()
if timer > 0:
yield(get_tree().create_timer(timer), 'timeout')
stop_waiting()
func animate_text():
var animated = index
text_label.visible_characters = 0
control_indicator.hide()
while animated == index && text_label.visible_characters < text_label.text.length():
if text_label.text[text_label.visible_characters] == ' ':
text_label.visible_characters += 1
text_label.visible_characters += 1
var c = text_label.text[text_label.visible_characters - 1]
if $MarginContainer.visible:
if "abcdefghijklmnoprstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZÀàéÉçÇÈèùÙ.".rfind(c) >= 0:
if character_name == 'Ely': $GibberishPlayer2.play()
else: $GibberishPlayer1.play()
yield(get_tree().create_timer(0.4 if c == '.' else 0.05), 'timeout')
if !Globals.ui_accept_tip:
control_indicator.show_press('ui_accept')
Globals.ui_accept_tip = true
func stop_waiting():
waiting = false
if auto_advance:
next()