extends Control # #122: what the guide says during the prologue. # # A banner rather than a dialogue box: the player is flying while they read # it, so it sits across the top out of the way of the fleet and never takes # a press to dismiss. The SCRIPT decides when a line is done, not the player # - a prologue that waits for a tap is a prologue that can be sat in. # # Lines queue rather than replacing each other, so a beat that fires while # the previous line is still up does not silently eat it. const HOLD_SECONDS: float = 4.5 const FADE_SECONDS: float = 0.5 const TEXT_COLOR: Color = Color(0.82, 0.92, 1.0) const FRAME_COLOR: Color = Color(0.45, 0.68, 0.95) var label: Label var queued: Array = [] var current: String = "" var time_left: float = 0.0 func _ready() -> void: _ensure_label() # The director is a world node and this banner lives under the UI layer, # which readies afterwards - so the first line can arrive before _ready(). # Building on demand is simpler than making the director wait a frame, and # it cannot be got wrong twice. func _ensure_label() -> void: if label != null: return mouse_filter = Control.MOUSE_FILTER_IGNORE visible = false label = Label.new() label.mouse_filter = Control.MOUSE_FILTER_IGNORE label.add_theme_font_size_override("font_size", 30) label.add_theme_color_override("font_color", TEXT_COLOR) label.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.06, 0.95)) label.add_theme_constant_override("outline_size", 4) label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART add_child(label) resized.connect(_layout) _layout() func _layout() -> void: if label == null: return label.position = Vector2(24.0, 0.0) label.size = Vector2(maxf(size.x - 48.0, 0.0), size.y) # Says one line. Held for `hold` seconds, then the next in the queue. func say(line: String, hold: float = HOLD_SECONDS) -> void: _ensure_label() queued.append({"line": line, "hold": maxf(hold, 0.1)}) if current == "": _advance() func clear() -> void: queued.clear() current = "" time_left = 0.0 visible = false func is_speaking() -> bool: return current != "" or not queued.is_empty() func _advance() -> void: if queued.is_empty(): current = "" time_left = 0.0 visible = false return var next: Dictionary = queued.pop_front() current = String(next.line) time_left = float(next.hold) label.text = current visible = true queue_redraw() func _process(delta: float) -> void: if current == "": return time_left -= delta queue_redraw() if time_left <= 0.0: _advance() func _draw() -> void: if current == "": return # Fades out over its last moments so lines hand over rather than cutting. var alpha: float = clampf(time_left / FADE_SECONDS, 0.0, 1.0) label.modulate.a = alpha draw_rect(Rect2(Vector2.ZERO, size), Color(0.02, 0.05, 0.12, 0.72 * alpha)) NeonDraw.draw_glowing_line(self, Vector2(0.0, size.y), Vector2(size.x, size.y), Color(FRAME_COLOR, alpha), 0.7, 0.55) NeonDraw.draw_glowing_line(self, Vector2(0.0, 0.0), Vector2(size.x, 0.0), Color(FRAME_COLOR, alpha * 0.6), 0.5, 0.4)