# Sample Cutscene Example ## Overview This document provides a complete example of how to use the cutscene system to create a complex sequence as described in the requirements. ## Example Scenario The example implements this sequence: 1. Character1 moves to position (234, 591) 2. At the same time, Character2 moves to position (912, 235) 3. When both arrive, Character2 turns to face Character1 4. Character2 says a dialogue line to Character1 5. A special animation (shocked) is played for Character1 ## Sample Implementation ```gdscript # Sample cutscene implementation extends Node2D # Character nodes (would be set in the editor or loaded) var character1: Node2D var character2: Node2D # Cutscene manager var cutscene_manager: CutsceneManager func _ready() -> void: # Initialize the cutscene system setup_cutscene() # Start the cutscene cutscene_manager.start() func setup_cutscene() -> void: # Create the cutscene manager cutscene_manager = CutsceneManager.new() add_child(cutscene_manager) # Create the action sequence as described in requirements # 1. & 2. Characters move simultaneously var parallel_moves = [ MoveAction.new(character1, Vector2(234, 591), 150.0), # Character1 moves MoveAction.new(character2, Vector2(912, 235), 150.0) # Character2 moves ] cutscene_manager.add_parallel_actions(parallel_moves) # 3. Character2 turns to face Character1 var turn_action = TurnAction.new(character2, character1, 3.0) 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 var animation_action = AnimationAction.new(character1, "shocked", false) cutscene_manager.add_action(animation_action) # Set up cutscene callbacks cutscene_manager.on_completed = func(): print("Cutscene completed!") # Return to gameplay or next scene # Alternative implementation with more complex chaining func setup_advanced_cutscene() -> void: cutscene_manager = CutsceneManager.new() add_child(cutscene_manager) # Create actions var move1 = MoveAction.new(character1, Vector2(234, 591), 150.0) var move2 = MoveAction.new(character2, Vector2(912, 235), 150.0) var turn = TurnAction.new(character2, character1, 3.0) var dialogue = DialogueAction.new(character2, "Hello there, friend!", 2.0) var animation = AnimationAction.new(character1, "shocked", false) # Add parallel actions cutscene_manager.add_parallel_actions([move1, move2]) # Add sequential actions cutscene_manager.add_action(turn) cutscene_manager.add_action(dialogue) cutscene_manager.add_action(animation) # Set completion callback cutscene_manager.on_completed = _on_cutscene_finished } func _on_cutscene_finished() -> void: print("The cutscene has finished playing") # Handle post-cutscene logic here # For example, transition to gameplay state ``` ## More Complex Example with Conditional Logic ```gdscript # Advanced example with conditional actions func setup_conditional_cutscene() -> void: cutscene_manager = CutsceneManager.new() add_child(cutscene_manager) # Move characters into position var move_group = [ MoveAction.new(character1, Vector2(300, 400)), MoveAction.new(character2, Vector2(500, 400)) ] cutscene_manager.add_parallel_actions(move_group) # Conditional dialogue based on game state var dialogue_action = DialogueAction.new( character1, get_dialogue_text(), 3.0 ) cutscene_manager.add_action(dialogue_action) # Play different animation based on dialogue response var animation_action = AnimationAction.new( character2, get_reaction_animation(), false ) cutscene_manager.add_action(animation_action) # Wait for a moment cutscene_manager.add_action(WaitAction.new(1.0)) # Final action var final_dialogue = DialogueAction.new( character2, "That was interesting!", 2.0 ) cutscene_manager.add_action(final_dialogue) func get_dialogue_text() -> String: # This could be based on game state, player choices, etc. return "What do you think about this situation?" func get_reaction_animation() -> String: # This could be based on game state, player choices, etc. return "thoughtful" ``` ## Integration with Game Systems ```gdscript # Example of integrating with a game state manager class_name GameCutsceneManager extends Node var cutscene_manager: CutsceneManager var game_state: GameStateManager func play_story_cutscene(story_key: String) -> void: # Pause gameplay game_state.set_state(GameState.CUTSCENE) # Create cutscene based on story key var cutscene_data = load_cutscene_data(story_key) cutscene_manager = create_cutscene_from_data(cutscene_data) # Set up completion callback to resume gameplay cutscene_manager.on_completed = func(): game_state.set_state(GameState.PLAYING) # Clean up cutscene_manager.queue_free() cutscene_manager = null # Start the cutscene cutscene_manager.start() func load_cutscene_data(key: String) -> Dictionary: # Load cutscene data from a file or database # This could be JSON, CSV, or custom format return { "actions": [ {"type": "move", "character": "player", "position": [100, 200]}, {"type": "dialogue", "character": "npc", "text": "Hello!"}, {"type": "animation", "character": "player", "name": "wave"} ] } func create_cutscene_from_data(data: Dictionary) -> CutsceneManager: var manager = CutsceneManager.new() add_child(manager) # Convert data to actions for action_data in data["actions"]: var action = create_action_from_data(action_data) if action: manager.add_action(action) return manager func create_action_from_data(data: Dictionary) -> Action: match data["type"]: "move": var character = get_character_by_name(data["character"]) var position = Vector2(data["position"][0], data["position"][1]) return MoveAction.new(character, position) "dialogue": var character = get_character_by_name(data["character"]) return DialogueAction.new(character, data["text"]) "animation": var character = get_character_by_name(data["character"]) return AnimationAction.new(character, data["name"]) _: return null ``` ## Performance Considerations ```gdscript # Example of optimizing cutscene performance func setup_optimized_cutscene() -> void: cutscene_manager = CutsceneManager.new() add_child(cutscene_manager) # Pre-load any resources needed for actions preload_animations() preload_dialogue_textures() # Use object pooling for frequently created actions var move_action_pool = [] for i in range(10): move_action_pool.append(MoveAction.new(null, Vector2.ZERO)) # Reuse actions when possible var action1 = get_pooled_move_action(character1, Vector2(100, 100)) var action2 = get_pooled_move_action(character2, Vector2(200, 200)) cutscene_manager.add_parallel_actions([action1, action2]) # Clean up when done cutscene_manager.on_completed = func(): release_pooled_actions() # Other cleanup ``` This sample demonstrates how to use the cutscene system to create complex, dynamic sequences that can handle both sequential and parallel actions while maintaining clean, readable code.