extends Node2D @onready var next_dialogue: MarginContainer = %NextDialogue @onready var bubbles: HBoxContainer = $Bubbles @onready var bubbles_back: TileMapLayer = $BubblesBack @onready var bubbles_interior: TileMapLayer = $BubblesInterior var active_camera: SuperCamera @onready var opening_fade_to_black: ColorRect = $OpeningFadeToBlack @onready var opening_cutscene: AnimationPlayer = $OpeningCutscene @onready var dance_cutscene: AnimationPlayer = $DanceCutscene @onready var background_far: TileMapLayer = $BackgroundFar @onready var background_middle: TileMapLayer = $BackgroundMiddle @onready var background_close: TileMapLayer = $BackgroundClose @onready var foreground_far: TileMapLayer = $ForegroundFar @export_group("Parallax") @export var parallax_far = 0.5 @export var parallax_middle = 0.4 @export var parallax_close = 0.3 @export var foreground = 0.2 @onready var choices_container: MarginContainer = %ChoicesContainer @onready var red_hood_cutscene: AnimationPlayer = $RedHoodCutscene # Called when the node enters the scene tree for the first time. func _ready() -> void: for child in get_children(): if is_instance_of(child, SuperCamera): child.became_active.connect(on_camera_became_active) #opening_cutscene.play("opening_cutscene") #opening_fade_to_black.visible = true func on_camera_became_active(camera: SuperCamera): active_camera = camera # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: bubbles.global_position.x = active_camera.global_position.x - 270.0 next_dialogue.global_position.x = active_camera.global_position.x + 133.0 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 background_far.global_position.x = active_camera.global_position.x * parallax_far background_middle.global_position.x = active_camera.global_position.x * parallax_middle background_close.global_position.x = active_camera.global_position.x * parallax_close foreground_far.global_position.x = active_camera.global_position.x * foreground func _on_start_dancing() -> void: dance_cutscene.play("dance") func restart_at_first_scene(): get_tree().change_scene_to_file("res://main.tscn") func to_main_menu(): pass func quit_game(): pass func _on_trigger_second_npc_dialogue_body_entered(body: Node2D) -> void: red_hood_cutscene.play("cutscene") func _on_red_hood_sword_dialogue_dialogue_ended() -> void: red_hood_cutscene.play("flee")