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