162 lines
6.6 KiB
GDScript
162 lines
6.6 KiB
GDScript
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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