feat: final cutscene and full game loop
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10
main.gd
10
main.gd
@ -23,6 +23,7 @@ var active_camera: SuperCamera
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@onready var choices_container: MarginContainer = %ChoicesContainer
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@onready var red_hood_cutscene: AnimationPlayer = $RedHoodCutscene
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@onready var final_cutscene: AnimationPlayer = $FinalCutscene
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# Called when the node enters the scene tree for the first time.
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@ -44,6 +45,7 @@ func _process(delta: float) -> void:
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bubbles_back.global_position.x = active_camera.global_position.x
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bubbles_interior.global_position.x = active_camera.global_position.x
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choices_container.global_position.x = active_camera.global_position.x - 100
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opening_fade_to_black.global_position.x = active_camera.global_position.x - 320.0
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background_far.global_position.x = active_camera.global_position.x * parallax_far
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background_middle.global_position.x = active_camera.global_position.x * parallax_middle
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@ -70,3 +72,11 @@ func _on_trigger_second_npc_dialogue_body_entered(body: Node2D) -> void:
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func _on_red_hood_sword_dialogue_dialogue_ended() -> void:
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red_hood_cutscene.play("flee")
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func _on_final_armor_dialogue_ended() -> void:
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red_hood_cutscene.play("final")
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func _on_final_cinematic_body_entered(body: Node2D) -> void:
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final_cutscene.play("cutscene")
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