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This re-ports the following demos to Godot 4 following their latest `3.x` versions: - 2D Navigation with AStarGrid2D - 2D JRPG Demo - 2D Isometric Game - 2D Platformer Some tweaks have also been made in the process, such as split screen players having different colors in the 2D Platformer demo. Co-authored-by: Nonparoxysmic <69494951+Nonparoxysmic@users.noreply.github.com>
59 lines
1.6 KiB
GDScript
59 lines
1.6 KiB
GDScript
extends Node
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const PLAYER_WIN = "res://dialogue/dialogue_data/player_won.json"
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const PLAYER_LOSE = "res://dialogue/dialogue_data/player_lose.json"
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@export var combat_screen: Node
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@export var exploration_screen: Node
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func _ready():
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combat_screen.combat_finished.connect(_on_combat_finished)
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for n in $Exploration/Grid.get_children():
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if not n.type == n.CellType.ACTOR:
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continue
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if not n.has_node("DialoguePlayer"):
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continue
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n.get_node("DialoguePlayer").dialogue_finished.connect(_on_opponent_dialogue_finished.bind(n))
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remove_child(combat_screen)
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func start_combat(combat_actors):
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remove_child($Exploration)
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$AnimationPlayer.play("fade")
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await $AnimationPlayer.animation_finished
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add_child(combat_screen)
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combat_screen.show()
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combat_screen.initialize(combat_actors)
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$AnimationPlayer.play_backwards("fade")
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func _on_opponent_dialogue_finished(opponent):
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if opponent.lost:
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return
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var player = $Exploration/Grid/Player
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var combatants = [player.combat_actor, opponent.combat_actor]
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start_combat(combatants)
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func _on_combat_finished(winner, _loser):
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remove_child(combat_screen)
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$AnimationPlayer.play_backwards("fade")
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add_child(exploration_screen)
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var dialogue = load("res://dialogue/dialogue_player/dialogue_player.tscn").instantiate()
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if winner.name == "Player":
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dialogue.dialogue_file = PLAYER_WIN
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else:
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dialogue.dialogue_file = PLAYER_LOSE
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await $AnimationPlayer.animation_finished
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var player = $Exploration/Grid/Player
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exploration_screen.get_node("DialogueUI").show_dialogue(player, dialogue)
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combat_screen.clear_combat()
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await dialogue.dialogue_finished
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dialogue.queue_free()
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