Files
A Thousand Ships 0343cedd48 General proofreading (#1262)
* General proofreading for grammar and spelling
* General formatting
* Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
2025-10-11 01:39:59 -07:00

58 lines
1.8 KiB
GDScript

extends Node
const PLAYER_WIN = "res://dialogue/dialogue_data/player_won.json"
const PLAYER_LOSE = "res://dialogue/dialogue_data/player_lose.json"
@export var combat_screen: Node2D
@export var exploration_screen: Node2D
func _ready() -> void:
combat_screen.combat_finished.connect(_on_combat_finished)
for n in $Exploration/Grid.get_children():
if not n.type == n.CellType.ACTOR:
continue
if not n.has_node(^"DialoguePlayer"):
continue
n.get_node(^"DialoguePlayer").dialogue_finished.connect(_on_opponent_dialogue_finished.bind(n))
remove_child(combat_screen)
func start_combat(combat_actors: Array[PackedScene]) -> void:
$AnimationPlayer.play(&"fade_to_black")
await $AnimationPlayer.animation_finished
remove_child($Exploration)
add_child(combat_screen)
combat_screen.show()
combat_screen.initialize(combat_actors)
$AnimationPlayer.play_backwards(&"fade_to_black")
func _on_opponent_dialogue_finished(opponent: Pawn) -> void:
if opponent.lost:
return
var player: Node2D = $Exploration/Grid/Player
var combatants: Array[PackedScene] = [player.combat_actor, opponent.combat_actor]
start_combat(combatants)
func _on_combat_finished(winner: Combatant, _loser: Combatant) -> void:
remove_child(combat_screen)
$AnimationPlayer.play_backwards(&"fade_to_black")
add_child(exploration_screen)
var dialogue: Node = load("res://dialogue/dialogue_player/dialogue_player.tscn").instantiate()
if winner.name == "Player":
dialogue.dialogue_file = PLAYER_WIN
else:
dialogue.dialogue_file = PLAYER_LOSE
await $AnimationPlayer.animation_finished
var player: Pawn = $Exploration/Grid/Player
exploration_screen.get_node(^"DialogueCanvas/DialogueUI").show_dialogue(player, dialogue)
combat_screen.clear_combat()
await dialogue.dialogue_finished
dialogue.queue_free()