feat: world building finished
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18
main.gd
18
main.gd
@ -25,6 +25,11 @@ var active_camera: SuperCamera
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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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@onready var trigger_second_npc_dialogue: Area2D = $TriggerSecondNPCDialogue
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@onready var trigger_npc_first_dialogue: Area2D = $TriggerNPCFirstDialogue
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@onready var trigger_final_dialogue: Area2D = $TriggerFinalDialogue
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@onready var ambiance: AudioStreamPlayer = $Ambiance
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var ambiance_stream: AudioStreamInteractive
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@ -35,8 +40,8 @@ func _ready() -> void:
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child.became_active.connect(on_camera_became_active)
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ambiance.get_stream_playback().switch_to_clip_by_name("Start")
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# opening_cutscene.play("opening_cutscene")
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# opening_fade_to_black.visible = true
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opening_cutscene.play("opening_cutscene")
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opening_fade_to_black.visible = true
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func on_camera_became_active(camera: SuperCamera):
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active_camera = camera
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@ -69,7 +74,7 @@ func to_main_menu():
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func quit_game():
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pass
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func _on_trigger_second_npc_dialogue_body_entered(body: Node2D) -> void:
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red_hood_cutscene.play("cutscene")
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@ -77,10 +82,11 @@ 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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trigger_second_npc_dialogue.queue_free()
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func _on_final_armor_dialogue_ended() -> void:
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red_hood_cutscene.play("final")
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trigger_final_dialogue.queue_free()
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func _on_final_cinematic_body_entered(body: Node2D) -> void:
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@ -97,3 +103,7 @@ func _on_squelettes_ambiance_body_entered(body: Node2D) -> void:
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func _on_cave_ambiance_body_entered(body: Node2D) -> void:
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ambiance.get_stream_playback().switch_to_clip_by_name("Cave")
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func _on_npc_shield_dialogue_dialogue_ended() -> void:
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trigger_npc_first_dialogue.queue_free()
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