5.2 KiB
5.2 KiB
Acceptance Criteria: Base Character with Dialogue System
Overview
This document defines the acceptance criteria for implementing a base character scene with dialogue functionality in Godot. The implementation should allow characters to have dialogue lines that can be triggered programmatically.
Requirements
1. Base Character Scene
- Feature: Create a base character scene with Polygon2D sprite
- Acceptance Criteria:
- Scene file
scenes/base_character.tscnexists - Contains a Polygon2D node as the character sprite
- Character has appropriate positioning and scaling
- Scene can be instantiated in other scenes
- Scene includes necessary child nodes for dialogue system integration
- Scene file
2. Dialogue Entity
- Feature: Implement dialogue entity that can be triggered programmatically
- Acceptance Criteria:
- Dialogue entity can be attached to any character node
- Can be triggered via a public method call
- Accepts text content and duration parameters
- Supports programmatic triggering without user input
3. Visual Dialogue Box
- Feature: White dialogue box that animates in when triggered
- Acceptance Criteria:
- Dialogue box appears above character when triggered
- Animates in with smooth transition (fade/slide)
- Has white background with appropriate styling
- Properly positioned relative to character
- Resizes based on text content
4. Text Reveal Animation
- Feature: Text revealed one character at a time
- Acceptance Criteria:
- Text appears character-by-character with delay
- Each character reveal has consistent timing
- Text is properly formatted and readable
- Animation can be configured with different speeds
5. Duration Handling
- Feature: Dialogue box closes after specified duration
- Acceptance Criteria:
- Dialogue automatically closes after duration ends
- Smooth animation out when closing
- Duration parameter is configurable
- Can handle zero or negative durations appropriately
6. API Interface
- Feature: Clean public API for dialogue interaction
- Acceptance Criteria:
- Public method to trigger dialogue:
trigger_dialogue(text, duration) - Method returns immediately after triggering
- No blocking operations during animation
- Proper error handling for invalid parameters
- Public method to trigger dialogue:
7. Test Scene
- Feature: Single character automatically triggering a single dialogue line
- Acceptance Criteria:
- Test scene file
scenes/test_dialogue.tscnexists - Contains one base character instance
- Dialogue is automatically triggered on scene load
- Demonstrates complete functionality (show, reveal, hide)
- Scene runs without errors
- Test scene file
Technical Specifications
File Structure
scenes/
├── base_character.tscn
└── test_dialogue.tscn
scripts/
├── dialogue_system.gd
└── base_character.gd
Dialogue System Components
- DialogueBox: Visual UI element for displaying dialogue
- TextRevealer: Handles character-by-character text animation
- AnimationController: Manages show/hide animations
- CharacterDialog: Interface for character-to-dialogue communication
API Methods
# In base_character.gd or similar
func trigger_dialogue(text: String, duration: float) -> void:
# Triggers dialogue with specified text and duration
# In dialogue_system.gd
func show_dialogue(text: String, duration: float) -> void:
# Internal method to display dialogue UI
Animation Requirements
- Show Animation: 0.3 second fade/slide in
- Text Reveal: 0.05 second per character
- Hide Animation: 0.2 second fade out
- Duration: Default 3 seconds if not specified
Success Metrics
Functional Tests
- Base character scene loads without errors
- Dialogue box appears when
trigger_dialogue()is called - Text reveals character-by-character with correct timing
- Dialogue box closes automatically after duration
- Test scene demonstrates complete workflow
- API methods can be called from other scripts
Performance Tests
- No frame drops during animation sequences
- Memory usage remains stable
- Animation timing is consistent across different hardware
Compatibility Tests
- Works with existing Godot 4.x projects
- Compatible with different character positioning
- Handles various text lengths appropriately
- Works with different duration values
Non-Functional Requirements
Code Quality
- Well-documented code with comments
- Clean, maintainable code structure
- Follows Godot coding conventions
- Proper error handling and validation
User Experience
- Smooth animations without jank
- Clear visual feedback during dialogue
- Responsive interface
- Accessible text formatting
Dependencies
- Godot 4.x engine
- Standard Godot 2D node types (Node2D, Control, Label)
- AnimationPlayer or Tween for UI animations
- Timer for duration handling
Acceptance Process
- Review code implementation against these criteria
- Run test scene to verify functionality
- Confirm all acceptance tests pass
- Validate API usability and documentation
- Ensure no breaking changes to existing systems