Files
ai-game-2/scenes/kq4_013_beach/kq4_013_beach.gd
Bryce 7ed20048b9 Replace say->narrate in remaining look script handlers
Continue refactoring look script handlers to use ScriptBuilder.narrate()
instead of ScriptBuilder.say() for better semantic clarity.

Files changed:
- kq4_036_island_garden_pond.gd (2 instances)
- kq4_013_beach.gd (3 instances)
- kq4_038_island_garden.gd (2 instances)
- kq4_033_enchanted_island_beach.gd (2 instances)

Total: 9 instances across 4 files
2026-03-10 09:41:55 -07:00

36 lines
956 B
GDScript

extends Scene
func _on_fishermans_shack_interacted() -> void:
$kq4_007_fishermans_shack.default_script(self)
func _on_coastal_cliffs_interacted() -> void:
$kq4_019_coastal_cliffs.default_script(self)
func _on_green_meadow_interacted() -> void:
$kq4_014_green_meadow.default_script(self)
func _on_open_ocean_interacted() -> void:
$kq4_031_open_ocean.default_script(self)
func _on_dock_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.narrate("You see a shabby little house, with a pier, in the distance.")
).build(self, "_on_script_complete"))
func _on_cottage_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.narrate("You see a shabby little house, with a pier, in the distance.")
).build(self, "_on_script_complete"))
func _on_room_looked() -> void:
start_main_script(ScriptBuilder.init(
ScriptBuilder.narrate("You stand on a beautiful beach.")
).build(self, "_on_script_complete"))