extends Node2D # Character nodes @onready var character1: Node2D = $Character1 @onready var character2: Node2D = $Character2 # Cutscene manager var cutscene_manager: CutsceneManager func _ready() -> void: # Initialize the cutscene system setup_cutscene() # Start the cutscene after a short delay to see the initial positions var start_timer = Timer.new() start_timer.wait_time = 1.0 start_timer.one_shot = true start_timer.connect("timeout", start_cutscene) add_child(start_timer) start_timer.start() func setup_cutscene() -> void: # Create the cutscene manager cutscene_manager = CutsceneManager.new() add_child(cutscene_manager) # Connect to cutscene signals cutscene_manager.connect("cutscene_started", _on_cutscene_started) cutscene_manager.connect("cutscene_completed", _on_cutscene_completed) cutscene_manager.connect("action_started", _on_action_started) cutscene_manager.connect("action_completed", _on_action_completed) # Create the action sequence as described in requirements # 1. & 2. Characters move simultaneously var parallel_moves = [ MoveAction.new(character1, Vector2(234, 591), 100.0), # Character1 moves MoveAction.new(character2, Vector2(912, 235), 100.0) # Character2 moves ] cutscene_manager.add_parallel_actions(parallel_moves) # 3. Character2 turns to face Character1 var turn_action = TurnAction.new(character2, character1, 1.0) cutscene_manager.add_action(turn_action) # 4. Character2 says dialogue var dialogue_action = DialogueAction.new(character2, "Hello there, friend!", 2.0) cutscene_manager.add_action(dialogue_action) # 5. Character1 plays shocked animation (simulated with a wait since we don't have an actual animation) var animation_action = WaitAction.new(1.0) # Simulate animation with wait cutscene_manager.add_action(animation_action) # Add a final dialogue from character1 var final_dialogue = DialogueAction.new(character1, "That was surprising!", 2.0) cutscene_manager.add_action(final_dialogue) func start_cutscene() -> void: print("Starting cutscene...") cutscene_manager.start() func _on_cutscene_started() -> void: print("Cutscene started!") func _on_cutscene_completed() -> void: print("Cutscene completed!") print("Final positions:") print("Character1: %s" % character1.position) print("Character2: %s" % character2.position) func _on_action_started(action: Action) -> void: print("Action started: %s" % action.name) func _on_action_completed(action: Action) -> void: print("Action completed: %s" % action.name) # Clean up when the node is removed func _exit_tree() -> void: if cutscene_manager: cutscene_manager.queue_free()