82 lines
3.2 KiB
GDScript
82 lines
3.2 KiB
GDScript
class_name DialogMap
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extends Node2D
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signal dialog_finished
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const SPEED_SLOW = 10.0
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const SPEED_NORMAL = 15.0
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const SPEED_FAST = 20.0
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@export var map_point_number = 0
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var text_box_label: RichTextLabel
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var dialog_text: Array[Dictionary]
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var current_line = 0
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func _ready():
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_setup_text()
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text_box_label.visible = true
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text_box_label.text = ""
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next_line()
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func _setup_text():
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match map_point_number:
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0:
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dialog_text = [
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{speaker = "Necra", text = "A small path leads away from the crypt."},
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{speaker = "Necra", text = "I follow it slowly into the dark forest."},
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{speaker = "Necra", text = "After some time on the path I see a strange tree in full blossom."},
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{speaker = "Necra", text = "Strange, everything else seems dead and decaying."},
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{speaker = "Necra", text = "But this tree with it's blood red foliage defies the rest."},
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{speaker = "Necra", text = "I notice a body sitting on the ground, laying against the massive stem amongs the tentacle like roots."},
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]
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1:
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dialog_text = [
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{speaker = "Necra", text = "The path continues leading me away from the tree."},
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{speaker = "Necra", text = "It gets less muddy and eventually turns into a poorly maintained brick road."},
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{speaker = "Necra", text = "The road ends at a tower."},
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{speaker = "Necra", text = "Something is dangling from the roof, it's hard to make out through the tree tops."},
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{speaker = "Necra", text = "I can either go up to the rooftop, or continue deeper into the woods."},
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]
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2:
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dialog_text = [
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{speaker = "Necra", text = "I enter the tower ruins."},
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{speaker = "Necra", text = "A stone staircase leads up the side of the small room."},
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{speaker = "Necra", text = "I have to be careful climbing up, some stairs are missing."},
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{speaker = "Necra", text = "On the roof I see an old wooden construct, a rope attached to it."},
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{speaker = "Necra", text = "The rope holds a body at the neck over the steep descend."},
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{speaker = "Necra", text = "Branches of dead trees seem to stretch toward it, trying to reach it desperately."},
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]
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3:
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dialog_text = [
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{speaker = "Necra", text = "The forest is way harder to pass now, without a discernible path."},
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{speaker = "Necra", text = "I need all my strength to fight through the undergrowth."},
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{speaker = "Necra", text = "Suddenly it clears into a small glade."},
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{speaker = "Necra", text = "A headless body lies in the middle."},
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]
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func _unhandled_input(event):
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if event is InputEventKey:
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if event.key_label == KEY_SPACE and event.is_released():
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next_line()
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var tween: Tween
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func next_line():
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if not text_box_label.visible: return
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if current_line >= dialog_text.size():
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dialog_finished.emit()
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text_box_label.hide()
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return
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var next = dialog_text[current_line]
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text_box_label.text = "%s: %s" % [next["speaker"], next["text"]]
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text_box_label.visible_characters = next["speaker"].length() + 2
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var remaining_characters = text_box_label.text.length() - text_box_label.visible_characters
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var tween_duration = remaining_characters / (next["speed"] if next.has("speed") else SPEED_NORMAL)
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if tween:
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tween.kill()
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tween = create_tween()
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tween.tween_property(text_box_label, "visible_characters", text_box_label.text.length(), tween_duration)
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current_line += 1
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