2024-01-27 23:38:20 +01:00
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extends Node2D
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var dindex = 0
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var cname
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var dialog
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var pface
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2024-01-28 00:01:47 +01:00
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var press = false
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2024-01-27 23:38:20 +01:00
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# Called when the node enters the scene tree for the first time.
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func _ready():
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cname = $Cname
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dialog = $Dialog
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pface = $Playerface
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if Global.cdialog[dindex][1]:
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cname.set_text(Global.pcnames[Global.cdialog[dindex][2]])
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2024-03-06 18:49:01 +01:00
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pface.texture = load(Global.pcfaces[Global.cdialog[dindex][2]][Global.cdialog[dindex][3]])
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2024-01-27 23:38:20 +01:00
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else:
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cname.set_text(Global.npcnames[Global.cdialog[dindex][2]])
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2024-01-30 04:05:17 +01:00
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pface.texture = load(Global.npcfaces[Global.cdialog[dindex][2]])
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2024-01-27 23:38:20 +01:00
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dialog.set_text(Global.cdialog[dindex][0])
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _input(event):
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2024-01-28 00:01:47 +01:00
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if Input.is_action_just_pressed("ui_accept") && !press:
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press = true
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if Input.is_action_just_released("ui_accept") && press:
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2024-01-27 23:38:20 +01:00
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dindex += 1
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if dindex < Global.cdialog.size():
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if Global.cdialog[dindex][1]:
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cname.set_text(Global.pcnames[Global.cdialog[dindex][2]])
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2024-03-06 18:49:01 +01:00
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pface.texture = load((Global.pcfaces[Global.cdialog[dindex][2]][Global.cdialog[dindex][2]]))
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2024-01-27 23:38:20 +01:00
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else:
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cname.set_text(Global.npcnames[Global.cdialog[dindex][2]])
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pface.texture = load((Global.npcfaces[Global.cdialog[dindex][2]]))
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dialog.set_text(Global.cdialog[dindex][0])
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else:
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var isboss
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if Global.debug:
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isboss = Global.places[Global.dplace[0]][Global.dplace[1]][Global.dplace[2]][2]
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else:
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isboss = Global.places[Global.cplace[0]][Global.cplace[1]][Global.cplace[2]][2]
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if isboss:
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Global.bossready = true
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2024-03-06 18:49:01 +01:00
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Global.live = 1
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2024-01-27 23:38:20 +01:00
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Global.cdialog = []
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2024-01-28 00:01:47 +01:00
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press = false
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