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161
demos/9. complex dialogue/complex_dialogue.gd
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161
demos/9. complex dialogue/complex_dialogue.gd
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extends Control
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@export var dialogue_gdscript : GDScript = null
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var dialogue_engine : DialogueEngine = null
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@onready var animator : AnimationPlayer = $Animator
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@onready var vbox : VBoxContainer = $Center/Box/Margin/VBox/VBox
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@onready var peter : TextureRect = $Center/Box/Margin/VBox/Peter
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@onready var john : TextureRect = $Center/Box/Margin/VBox/John
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@onready var audio_player : AudioStreamPlayer = $AudioStreamPlayer
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var beep : PackedVector2Array = []
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func _ready() -> void:
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dialogue_engine = dialogue_gdscript.new()
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dialogue_engine.dialogue_started.connect(__on_dialogue_started)
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dialogue_engine.dialogue_continued.connect(__on_dialogue_continued)
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dialogue_engine.dialogue_finished.connect(__on_dialogue_finished)
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dialogue_engine.dialogue_cancelled.connect(__on_dialogue_cancelled)
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# Generate a beep to use when displaying the characters
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var audio_frame_being_filled : int = 2730
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var total_audio_frames_to_fill : int = audio_frame_being_filled
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var beep_softener_ratio : float = 0.05
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var sample_hz : float = 22050.0 # Keep the number of samples to mix low, GDScript is not super fast.
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var pulse_hz : float = 440.0
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var phase : float = 0.0
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var increment : float = pulse_hz / sample_hz
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while audio_frame_being_filled > 0:
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var _ignore : bool = beep.push_back(Vector2.ONE * beep_softener_ratio * sin(phase * TAU) * audio_frame_being_filled/total_audio_frames_to_fill)
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phase = fmod(phase + increment, 1.0)
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audio_frame_being_filled -= 1
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func _input(p_input_event : InputEvent) -> void:
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if p_input_event.is_action_pressed(&"ui_accept"):
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if not animator.is_playing():
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dialogue_engine.advance()
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else:
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# Player is inpatient -- auto-advance the text
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var animation_name : StringName = animator.get_current_animation()
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var animation : Animation = animator.get_animation(animation_name)
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animator.advance(animation.get_length()) # this will fire the animation_finished signal automatically
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accept_event() # accepting input event here to stop it from traversing into into buttons possibly added through the interaction
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func __on_dialogue_started() -> void:
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print("Dialogue Started!")
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func __on_dialogue_continued(p_dialogue_entry : DialogueEntry) -> void:
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# Add the text to the log:
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var label : RichTextLabel = RichTextLabel.new()
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label.set_use_bbcode(true)
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label.set_fit_content(true)
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if p_dialogue_entry.has_metadata("author"):
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var author : String = p_dialogue_entry.get_metadata("author")
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label.set_text(" > " + author + ": " + p_dialogue_entry.get_formatted_text())
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else:
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label.set_text(" > " + p_dialogue_entry.get_formatted_text())
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vbox.add_child(label, true)
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# Setup the animation:
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animator.stop(true) # internally some timers do not reset properly unless we do this
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if not animator.has_animation_library(&"demo"):
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var new_animation_library : AnimationLibrary = AnimationLibrary.new()
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animator.add_animation_library(&"demo", new_animation_library)
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var animation_library : AnimationLibrary = animator.get_animation_library(&"demo")
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var animation : Animation = create_visible_characters_animation_per_character(label.get_text(), 0.045, true)
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animator.set_root_node(label.get_path())
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animation_library.add_animation(&"dialogue", animation)
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animator.play(&"demo/dialogue")
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# Hide all portraits
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peter.hide()
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john.hide()
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# Show author portrait
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if p_dialogue_entry.has_metadata("author"):
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if p_dialogue_entry.get_metadata("author") == "Peter":
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peter.show()
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else:
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john.show()
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func __on_dialogue_finished() -> void:
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print("Dialogue Finished! Exiting...")
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get_tree().quit()
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func __on_dialogue_cancelled() -> void:
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print("Dialogue Cancelled! Exiting...")
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get_tree().quit()
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func __on_animation_started(p_animation_name : StringName) -> void:
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print("Animation started:", p_animation_name)
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# Utility function to animate the text at a constant speed
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func create_visible_characters_animation_per_character(p_text : String, p_time_per_character : float, p_instant_first_character : bool = false, p_time_whitespace : bool = false) -> Animation:
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# Do initial calculations
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var whitespace_regex : RegEx
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if not p_time_whitespace or p_instant_first_character:
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whitespace_regex = RegEx.new()
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whitespace_regex.compile("\\s")
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# Create animation and track
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var animation : Animation = Animation.new()
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var track_index : int = animation.add_track(Animation.TYPE_VALUE)
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animation.track_set_path(track_index, ".:visible_characters")
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animation.track_set_interpolation_type(track_index, Animation.INTERPOLATION_LINEAR)
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var sound_track_index : int = animation.add_track(Animation.TYPE_METHOD)
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# The path provided here points to the root node (i.e. ComplexDialogue node)
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animation.track_set_path(sound_track_index, "../../../../../..")
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# Configure keys
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var total_time : float = 0.0
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var total_visible_characters : int = 0
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var whitespace_time_offset : float = 0.0
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animation.track_insert_key(track_index, total_time, 0)
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var total_animation_length : float = 0.0
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for character : String in p_text:
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total_time += p_time_per_character
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total_visible_characters += 1
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if not p_time_whitespace and whitespace_regex.sub(character, "", true).is_empty():
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whitespace_time_offset += p_time_per_character
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continue
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total_animation_length = total_time - whitespace_time_offset
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animation.track_insert_key(track_index, total_animation_length, total_visible_characters)
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# Simple sound animation:
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var should_play : bool = total_visible_characters % 3 == 0 and total_visible_characters < p_text.length() - 1
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if should_play:
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animation.track_insert_key(sound_track_index, total_animation_length, {"method": "__play_sound", "args": []})
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animation.set_length(total_animation_length)
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if p_instant_first_character:
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if animation.track_get_key_count(track_index) > 0:
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# Shift all the keys back in time according to the time it took per character
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for key_index : int in animation.track_get_key_count(track_index):
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var key_time : float = animation.track_get_key_time(track_index, key_index)
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animation.track_set_key_time(track_index, key_index, key_time - p_time_per_character)
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animation.set_length(total_animation_length - p_time_per_character)
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return animation
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func __play_sound() -> void:
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# Create the audio stream dynamically
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var audio_stream : AudioStreamGenerator = AudioStreamGenerator.new()
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const mix_rate : float = 22050.0
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audio_stream.set_mix_rate(mix_rate)
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audio_player.set_stream(audio_stream)
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# Fill in the playback audio frames:
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audio_player.play()
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var playback : AudioStreamGeneratorPlayback = audio_player.get_stream_playback()
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var total_available_frames : int = playback.get_frames_available()
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var _success : bool = playback.push_buffer(beep)
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var _frames_filled : int = total_available_frames - playback.get_frames_available()
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84
demos/9. complex dialogue/complex_dialogue.tscn
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84
demos/9. complex dialogue/complex_dialogue.tscn
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[gd_scene load_steps=5 format=3 uid="uid://djkxscwuw617h"]
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[ext_resource type="Texture2D" uid="uid://cr0rdb3ab8xwg" path="res://icon.svg" id="1_5ptqw"]
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[ext_resource type="Script" path="res://demos/9. complex dialogue/complex_dialogue.gd" id="1_qenq2"]
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[ext_resource type="Script" path="res://demos/9. complex dialogue/dialogue.gd" id="2_buq0b"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_hqwn4"]
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bg_color = Color(0, 0, 0, 1)
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[node name="ComplexDialogue" type="Control"]
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("1_qenq2")
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dialogue_gdscript = ExtResource("2_buq0b")
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[node name="DialogueEngineDemoQuickStartPanelContainer" type="PanelContainer" parent="."]
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layout_mode = 1
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anchors_preset = 10
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anchor_right = 1.0
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offset_bottom = 23.0
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grow_horizontal = 2
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[node name="DialogueEngineDemoQuickStartLabel" type="Label" parent="DialogueEngineDemoQuickStartPanelContainer"]
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layout_mode = 2
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text = "Press <Enter> or <Space> to progress the dialogue."
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horizontal_alignment = 1
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[node name="Center" type="CenterContainer" parent="."]
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layout_mode = 1
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Box" type="PanelContainer" parent="Center"]
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layout_mode = 2
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theme_override_styles/panel = SubResource("StyleBoxFlat_hqwn4")
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[node name="Margin" type="MarginContainer" parent="Center/Box"]
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custom_minimum_size = Vector2(384, 384)
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layout_mode = 2
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theme_override_constants/margin_left = 16
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theme_override_constants/margin_top = 16
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theme_override_constants/margin_right = 16
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theme_override_constants/margin_bottom = 16
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[node name="VBox" type="VBoxContainer" parent="Center/Box/Margin"]
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layout_mode = 2
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theme_override_constants/separation = 32
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[node name="VBox" type="VBoxContainer" parent="Center/Box/Margin/VBox"]
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layout_mode = 2
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size_flags_vertical = 3
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[node name="Text" type="RichTextLabel" parent="Center/Box/Margin/VBox/VBox"]
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layout_mode = 2
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text = "Log:"
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fit_content = true
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[node name="Peter" type="TextureRect" parent="Center/Box/Margin/VBox"]
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visible = false
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custom_minimum_size = Vector2(96, 96)
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layout_mode = 2
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size_flags_horizontal = 0
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texture = ExtResource("1_5ptqw")
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expand_mode = 1
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[node name="John" type="TextureRect" parent="Center/Box/Margin/VBox"]
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visible = false
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modulate = Color(0.980392, 0.631373, 1, 1)
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custom_minimum_size = Vector2(96, 96)
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layout_mode = 2
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size_flags_horizontal = 8
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texture = ExtResource("1_5ptqw")
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expand_mode = 1
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[node name="Animator" type="AnimationPlayer" parent="."]
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[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
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13
demos/9. complex dialogue/dialogue.gd
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demos/9. complex dialogue/dialogue.gd
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extends DialogueEngine
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func _setup() -> void:
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add_text_entry("Hello, how are you?").set_metadata("author", "Peter")
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add_text_entry("I'm fine, thank you! And you?").set_metadata("author", "John")
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add_text_entry("I'm fine too! Thank you!").set_metadata("author", "Peter")
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add_text_entry("What's your name?").set_metadata("author", "John")
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add_text_entry("I'm Peter, and you?").set_metadata("author", "Peter")
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add_text_entry("Nice to meet you Peter! I'm John!").set_metadata("author", "John")
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var entry: DialogueEntry = add_text_entry("Nice to meet you John!")
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entry.set_metadata("author", "Peter")
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entry.set_name("Exit")
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