Added game functions and bubble speech

This commit is contained in:
Eljakim Herrewijnen 2021-05-28 23:01:56 +02:00
parent 8f3e13e532
commit cc8c7ba477
10 changed files with 146 additions and 0 deletions

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Width:  |  Height:  |  Size: 159 B

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@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/SpeachBubbleBoarder.png-0786cb6596266c43c2897b48768509b4.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://GameScenes/speech_bubble/SpeachBubbleBoarder.png"
dest_files=[ "res://.import/SpeachBubbleBoarder.png-0786cb6596266c43c2897b48768509b4.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

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@ -0,0 +1,44 @@
#Thanks to: https://github.com/trolog/GodotanimatedSpeedbubble
extends Node2D
var bubble_text = "this is just a test"
var can_shrink = true
var bubble_text_length = 0
var bubble_text_index = 0
var current_text = ""
onready var lbltext = get_node("VBoxContainer/Label")
onready var ninerect = get_node("VBoxContainer/Label/NinePatchRect")
onready var timer = get_node("Timer")
var do_close = false
func _ready():
bubble_text_length = bubble_text.length()
timer.start(1)
func _on_Timer_timeout():
if(!do_close):
current_text += bubble_text[bubble_text_index]
lbltext.text = current_text
if(bubble_text_index < bubble_text_length -1):
timer.start(0.04)
bubble_text_index += 1
else:
if(!do_close):
do_close = true
timer.start(1)
else:
if(bubble_text_length > 0):
current_text.erase(bubble_text_length -1,1)
lbltext.text = current_text
bubble_text_length -= 1
if(can_shrink):
ninerect.rect_size -= Vector2(6,0)
ninerect.rect_position += Vector2(3,0)
timer.start(0.04)
else:
queue_free()

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@ -0,0 +1,47 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://GameScenes/speech_bubble/SpeachBubbleBoarder.png" type="Texture" id=1]
[ext_resource path="res://GameScenes/speech_bubble/Speech.gd" type="Script" id=2]
[node name="Speech" type="Node2D"]
script = ExtResource( 2 )
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Label" type="Label" parent="VBoxContainer"]
margin_bottom = 14.0
grow_horizontal = 2
grow_vertical = 2
custom_colors/font_color = Color( 0, 0, 0, 1 )
align = 1
valign = 1
[node name="NinePatchRect" type="NinePatchRect" parent="VBoxContainer/Label"]
show_behind_parent = true
anchor_right = 1.0
anchor_bottom = 1.0
margin_left = -17.8063
margin_top = -3.31948
margin_right = 18.1937
margin_bottom = 3.68052
grow_horizontal = 2
grow_vertical = 2
texture = ExtResource( 1 )
patch_margin_left = 18
patch_margin_top = 11
patch_margin_right = 18
patch_margin_bottom = 10
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Timer" type="Timer" parent="."]
one_shot = true
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]

9
Global_Game.gd Normal file
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@ -0,0 +1,9 @@
extends Node2D
#Global functions for the game, like speech bubbles
func RenderSpeech(load_on, text):
var speech = preload("res://GameScenes/speech_bubble/Speech.tscn").instance()
speech.bubble_text = text
speech.set_position(Vector2(0,-40))
load_on.add_child(speech)

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@ -55,6 +55,10 @@ func InteractWithCell():
Global.AddInventoryItem(plant_cell_character/2, 1)
plants_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), (plant_cell_character-1))
AnimationOnInteraction(1)
else:
#space is now a test function
GlobalGameFunctions.RenderSpeech(self, "joe")
pass
func _interaction_process():

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@ -19,6 +19,9 @@ func _on_Btn_PlayGame_pressed():
var game = load("res://base_tilemap/base_tilemap.tscn").instance()
game.load_scene(game_data)
#save this scene to global scenes
Global.AddScene(self, "menu", false)
#set this scene as main
Global.mainscene = "startmap1"
Global.AddScene(game, "startmap1", true)

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@ -17,6 +17,9 @@ func _unhandled_input(event):
if(pl_tile != -1):
set_cellv(pl_pos_tile, -1)
func _on_Settings_pressed():
Global.GoToScene("menu")
func _on_Inventory_pressed():
var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance()
Global.AddScene(inventory_screen, "inventory_screen", true)

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@ -90,6 +90,7 @@ rotation = -3.14158
scale = Vector2( 1.22003, 1.11562 )
z_index = 13
normal = ExtResource( 11 )
action = "settings_button"
[node name="Map" type="TouchScreenButton" parent="Camera2D/Interactive/GameButtons"]
position = Vector2( 88.136, 1376.12 )

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@ -29,6 +29,7 @@ config/icon="res://pictures/gui/buttons/delete_ringofraces.png"
Global="*res://Global.gd"
Database="*res://Storage/Database.gd"
GlobalStructures="*res://Global_structures.gd"
GlobalGameFunctions="*res://Global_Game.gd"
[display]