feat: final cutscene and full game loop
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This commit is contained in:
2025-08-03 11:25:21 +02:00
parent 3e0f1c99d5
commit 2d44a2da05
17 changed files with 694 additions and 199 deletions

10
main.gd
View File

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