Files
GameJamDungeon/demos/9. complex dialogue/complex_dialogue.gd
2024-09-07 15:01:45 -07:00

162 lines
6.6 KiB
GDScript

extends Control
@export var dialogue_gdscript : GDScript = null
var dialogue_engine : DialogueEngine = null
@onready var animator : AnimationPlayer = $Animator
@onready var vbox : VBoxContainer = $Center/Box/Margin/VBox/VBox
@onready var peter : TextureRect = $Center/Box/Margin/VBox/Peter
@onready var john : TextureRect = $Center/Box/Margin/VBox/John
@onready var audio_player : AudioStreamPlayer = $AudioStreamPlayer
var beep : PackedVector2Array = []
func _ready() -> void:
dialogue_engine = dialogue_gdscript.new()
dialogue_engine.dialogue_started.connect(__on_dialogue_started)
dialogue_engine.dialogue_continued.connect(__on_dialogue_continued)
dialogue_engine.dialogue_finished.connect(__on_dialogue_finished)
dialogue_engine.dialogue_cancelled.connect(__on_dialogue_cancelled)
# Generate a beep to use when displaying the characters
var audio_frame_being_filled : int = 2730
var total_audio_frames_to_fill : int = audio_frame_being_filled
var beep_softener_ratio : float = 0.05
var sample_hz : float = 22050.0 # Keep the number of samples to mix low, GDScript is not super fast.
var pulse_hz : float = 440.0
var phase : float = 0.0
var increment : float = pulse_hz / sample_hz
while audio_frame_being_filled > 0:
var _ignore : bool = beep.push_back(Vector2.ONE * beep_softener_ratio * sin(phase * TAU) * audio_frame_being_filled/total_audio_frames_to_fill)
phase = fmod(phase + increment, 1.0)
audio_frame_being_filled -= 1
func _input(p_input_event : InputEvent) -> void:
if p_input_event.is_action_pressed(&"ui_accept"):
if not animator.is_playing():
dialogue_engine.advance()
else:
# Player is inpatient -- auto-advance the text
var animation_name : StringName = animator.get_current_animation()
var animation : Animation = animator.get_animation(animation_name)
animator.advance(animation.get_length()) # this will fire the animation_finished signal automatically
accept_event() # accepting input event here to stop it from traversing into into buttons possibly added through the interaction
func __on_dialogue_started() -> void:
print("Dialogue Started!")
func __on_dialogue_continued(p_dialogue_entry : DialogueEntry) -> void:
# Add the text to the log:
var label : RichTextLabel = RichTextLabel.new()
label.set_use_bbcode(true)
label.set_fit_content(true)
if p_dialogue_entry.has_metadata("author"):
var author : String = p_dialogue_entry.get_metadata("author")
label.set_text(" > " + author + ": " + p_dialogue_entry.get_formatted_text())
else:
label.set_text(" > " + p_dialogue_entry.get_formatted_text())
vbox.add_child(label, true)
# Setup the animation:
animator.stop(true) # internally some timers do not reset properly unless we do this
if not animator.has_animation_library(&"demo"):
var new_animation_library : AnimationLibrary = AnimationLibrary.new()
animator.add_animation_library(&"demo", new_animation_library)
var animation_library : AnimationLibrary = animator.get_animation_library(&"demo")
var animation : Animation = create_visible_characters_animation_per_character(label.get_text(), 0.045, true)
animator.set_root_node(label.get_path())
animation_library.add_animation(&"dialogue", animation)
animator.play(&"demo/dialogue")
# Hide all portraits
peter.hide()
john.hide()
# Show author portrait
if p_dialogue_entry.has_metadata("author"):
if p_dialogue_entry.get_metadata("author") == "Peter":
peter.show()
else:
john.show()
func __on_dialogue_finished() -> void:
print("Dialogue Finished! Exiting...")
get_tree().quit()
func __on_dialogue_cancelled() -> void:
print("Dialogue Cancelled! Exiting...")
get_tree().quit()
func __on_animation_started(p_animation_name : StringName) -> void:
print("Animation started:", p_animation_name)
# Utility function to animate the text at a constant speed
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:
# Do initial calculations
var whitespace_regex : RegEx
if not p_time_whitespace or p_instant_first_character:
whitespace_regex = RegEx.new()
whitespace_regex.compile("\\s")
# Create animation and track
var animation : Animation = Animation.new()
var track_index : int = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(track_index, ".:visible_characters")
animation.track_set_interpolation_type(track_index, Animation.INTERPOLATION_LINEAR)
var sound_track_index : int = animation.add_track(Animation.TYPE_METHOD)
# The path provided here points to the root node (i.e. ComplexDialogue node)
animation.track_set_path(sound_track_index, "../../../../../..")
# Configure keys
var total_time : float = 0.0
var total_visible_characters : int = 0
var whitespace_time_offset : float = 0.0
animation.track_insert_key(track_index, total_time, 0)
var total_animation_length : float = 0.0
for character : String in p_text:
total_time += p_time_per_character
total_visible_characters += 1
if not p_time_whitespace and whitespace_regex.sub(character, "", true).is_empty():
whitespace_time_offset += p_time_per_character
continue
total_animation_length = total_time - whitespace_time_offset
animation.track_insert_key(track_index, total_animation_length, total_visible_characters)
# Simple sound animation:
var should_play : bool = total_visible_characters % 3 == 0 and total_visible_characters < p_text.length() - 1
if should_play:
animation.track_insert_key(sound_track_index, total_animation_length, {"method": "__play_sound", "args": []})
animation.set_length(total_animation_length)
if p_instant_first_character:
if animation.track_get_key_count(track_index) > 0:
# Shift all the keys back in time according to the time it took per character
for key_index : int in animation.track_get_key_count(track_index):
var key_time : float = animation.track_get_key_time(track_index, key_index)
animation.track_set_key_time(track_index, key_index, key_time - p_time_per_character)
animation.set_length(total_animation_length - p_time_per_character)
return animation
func __play_sound() -> void:
# Create the audio stream dynamically
var audio_stream : AudioStreamGenerator = AudioStreamGenerator.new()
const mix_rate : float = 22050.0
audio_stream.set_mix_rate(mix_rate)
audio_player.set_stream(audio_stream)
# Fill in the playback audio frames:
audio_player.play()
var playback : AudioStreamGeneratorPlayback = audio_player.get_stream_playback()
var total_available_frames : int = playback.get_frames_available()
var _success : bool = playback.push_buffer(beep)
var _frames_filled : int = total_available_frames - playback.get_frames_available()