While a line is on the banner the whole tree is paused, which freezes the fleet, the enemies and GameState's own production and wave clocks, and stops input reaching any node but the banner. So a press while a dialog is up acknowledges it and does nothing else - it cannot also steer the fleet or open a menu on the way through. The pause is owned by NarrationBanner rather than by its callers: the thing that must not get out of step is "a line is showing" and "the game is stopped", and the banner is the only code that knows the first. It releases on the last line, on clear(), and on leaving the tree - a scene swapped out mid-line must not leave the game stopped with nothing left to start it. Two consequences worth naming. A beat's deadline in the prologue is now game time, so it can no longer run out from under an unread line; it remains the way past a beat the player will not finish. And "the prologue leaves you movement and nothing else" was applied by _process on the first frame, which no longer comes - the prologue opens ON a dialog - so BuildController and WorldMap apply it at _ready too.
286 lines
10 KiB
GDScript
286 lines
10 KiB
GDScript
extends Control
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# #122: what the guide says during the prologue.
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#
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# A banner rather than a dialogue box: the player is flying while they read
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# it, so it sits across the top out of the way of the fleet.
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#
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# #127 makes it wait for the player. A line stays until it is DISMISSED -
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# there is no timer under it - because a prologue whose lines expire on
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# their own is a prologue that reads at the game's pace rather than at the
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# reader's. Lines queue rather than replacing each other, so a beat that
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# fires while the previous line is still up does not silently eat it.
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#
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# The beats that are about the guide talking hold while this is speaking
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# (see IntroDirector._waits_for_narration), so dismissing a line is what
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# advances the prologue.
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#
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# #128 makes that unconditional: while a line is up the WHOLE GAME is
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# stopped - get_tree().paused, which freezes the fleet, the enemies, the
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# production in GameState, and the director's own beat clock, and which
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# stops input reaching any node that is not this one. So there is nothing
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# to miss while reading and nothing to fumble a command into, and a beat's
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# deadline can no longer run out from under an unacknowledged line: the
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# player's click is the only thing that starts the world again.
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#
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# The pause is owned HERE rather than by each caller, because the thing that
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# must not get out of step is "a line is showing" and "the game is stopped",
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# and the only code that knows the first is this file.
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signal dismissed
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const FADE_IN_SECONDS: float = 0.35
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const TEXT_COLOR: Color = Color(0.82, 0.92, 1.0)
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const FRAME_COLOR: Color = Color(0.45, 0.68, 0.95)
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const SPEAKER_COLOR: Color = Color(0.62, 0.86, 1.0)
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# #125: the panel was a plain rectangle with a line under it. These are the
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# pieces that make it read as a transmission window instead - the corners
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# are cut and the short edges are brackets rather than sides. All geometry
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# rather than art, so it scales with the banner and costs nothing.
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const CUT: float = 26.0
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const BRACKET: float = 34.0
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const INSET: float = 7.0
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# #127: the speaker's name sits ON the top edge at the left, in a notch cut
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# out of the border, the way a label is riveted to a panel.
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const SPEAKER_FONT_SIZE: int = 20
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const SPEAKER_PAD: float = 12.0
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const SPEAKER_INSET: float = 46.0
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const DEFAULT_SPEAKER: String = "CONVOY CONTROL"
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var label: Label
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var speaker_label: Label
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var queued: Array = []
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var current: String = ""
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var speaker: String = ""
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var shown_for: float = 0.0
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# Whether the pause currently in force is OURS. Checked before lifting it, so
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# a pause somebody else put on (a menu, a future one) is never lifted by a
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# dialog closing.
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var _holds_pause: bool = false
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func _ready() -> void:
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# #128: the one node that keeps running while the game is stopped. Set
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# here as well as in _ensure_label() because a banner that pauses the
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# tree and then cannot process its own dismissal would wedge the game.
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process_mode = Node.PROCESS_MODE_ALWAYS
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_ensure_label()
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# The pause goes on when a line goes up and comes off when the last one is
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# gone. Both are idempotent, so it does not matter how many times the state
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# is re-derived - only that it is derived from one place (_sync_pause).
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func _sync_pause() -> void:
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var wanted: bool = current != ""
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if wanted == _holds_pause:
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return
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var tree: SceneTree = get_tree()
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if tree == null:
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# Not in the tree: there is nothing to pause, and nothing we could
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# have paused earlier is still ours to lift.
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_holds_pause = false
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return
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if wanted:
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tree.paused = true
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_holds_pause = true
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return
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tree.paused = false
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_holds_pause = false
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# Leaving the tree with a line up - the scene swapping to a planet surface,
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# a test dropping the scene - must not leave the game stopped with nothing
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# left that could start it again.
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func _exit_tree() -> void:
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if not _holds_pause:
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return
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var tree: SceneTree = get_tree()
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if tree != null:
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tree.paused = false
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_holds_pause = false
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# The director is a world node and this banner lives under the UI layer,
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# which readies afterwards - so the first line can arrive before _ready().
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# Building on demand is simpler than making the director wait a frame, and
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# it cannot be got wrong twice.
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func _ensure_label() -> void:
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if label != null:
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return
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process_mode = Node.PROCESS_MODE_ALWAYS
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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visible = false
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label = Label.new()
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label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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label.add_theme_font_size_override("font_size", 30)
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label.add_theme_color_override("font_color", TEXT_COLOR)
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label.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.06, 0.95))
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label.add_theme_constant_override("outline_size", 4)
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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add_child(label)
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speaker_label = Label.new()
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speaker_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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speaker_label.add_theme_font_size_override("font_size", SPEAKER_FONT_SIZE)
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speaker_label.add_theme_color_override("font_color", SPEAKER_COLOR)
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speaker_label.add_theme_color_override("font_outline_color", Color(0.01, 0.02, 0.06, 0.95))
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speaker_label.add_theme_constant_override("outline_size", 3)
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speaker_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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add_child(speaker_label)
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resized.connect(_layout)
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_layout()
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func _layout() -> void:
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if label == null:
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return
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# The text clears the speaker tab at the top and the brackets at the
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# sides, so a long line never runs underneath either.
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label.position = Vector2(BRACKET, SPEAKER_FONT_SIZE * 0.9)
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label.size = Vector2(maxf(size.x - BRACKET * 2.0, 0.0),
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maxf(size.y - SPEAKER_FONT_SIZE * 0.9, 0.0))
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speaker_label.position = Vector2(SPEAKER_INSET + SPEAKER_PAD,
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-SPEAKER_FONT_SIZE * 0.5)
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speaker_label.size = Vector2(_speaker_width(), SPEAKER_FONT_SIZE)
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func _speaker_width() -> float:
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if speaker_label == null or speaker_label.text == "":
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return 0.0
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var font: Font = speaker_label.get_theme_font("font")
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if font == null:
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return float(speaker_label.text.length()) * SPEAKER_FONT_SIZE * 0.6
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return font.get_string_size(speaker_label.text, HORIZONTAL_ALIGNMENT_LEFT, -1.0,
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SPEAKER_FONT_SIZE).x
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# Says one line, from someone. It stays up until dismissed.
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func say(line: String, who: String = DEFAULT_SPEAKER) -> void:
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_ensure_label()
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queued.append({"line": line, "speaker": who})
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if current == "":
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_advance()
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func clear() -> void:
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queued.clear()
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current = ""
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speaker = ""
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shown_for = 0.0
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visible = false
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_sync_pause()
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func is_speaking() -> bool:
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return current != "" or not queued.is_empty()
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# Closes the current line and shows whatever is behind it. Public so a test
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# - or any other way of dismissing a dialog that gets added later - has the
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# same door the click uses.
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func dismiss() -> bool:
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if current == "":
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return false
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dismissed.emit()
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_advance()
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return true
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func _advance() -> void:
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shown_for = 0.0
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if queued.is_empty():
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current = ""
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speaker = ""
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visible = false
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_sync_pause()
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return
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var next: Dictionary = queued.pop_front()
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current = String(next.line)
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speaker = String(next.speaker)
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label.text = current
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speaker_label.text = speaker
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visible = true
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_layout()
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queue_redraw()
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_sync_pause()
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func _process(delta: float) -> void:
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if current == "":
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return
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# Only for the fade-in and the prompt's blink. Nothing here closes the
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# line - that is the player's job (#127).
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shown_for += delta
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queue_redraw()
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func _unhandled_input(event: InputEvent) -> void:
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if current == "":
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return
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var pressed: bool = (event is InputEventScreenTouch and event.pressed) \
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or (event is InputEventMouseButton and event.pressed \
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and event.button_index == MOUSE_BUTTON_LEFT)
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if not pressed:
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return
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# A dismissed line eats the press: it must not also be steering the
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# fleet or firing something on the way through.
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if dismiss():
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get_viewport().set_input_as_handled()
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# The panel's outline: a rectangle with its corners cut off, and a notch in
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# the top edge where the speaker's name sits. Returned rather than drawn so
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# the fill and the stroke are guaranteed to be the same shape.
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func _frame() -> PackedVector2Array:
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var w: float = size.x
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var h: float = size.y
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var tab_start: float = SPEAKER_INSET
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var tab_end: float = SPEAKER_INSET + _speaker_width() + SPEAKER_PAD * 2.0
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var lift: float = SPEAKER_FONT_SIZE * 0.9
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return PackedVector2Array([
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Vector2(CUT, 0.0),
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# The notch: up over the speaker's name and back down.
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Vector2(tab_start, 0.0), Vector2(tab_start + 6.0, -lift),
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Vector2(tab_end - 6.0, -lift), Vector2(tab_end, 0.0),
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Vector2(w - CUT, 0.0), Vector2(w, CUT),
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Vector2(w, h - CUT), Vector2(w - CUT, h), Vector2(CUT, h),
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Vector2(0.0, h - CUT), Vector2(0.0, CUT),
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])
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func _draw() -> void:
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if current == "":
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return
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var alpha: float = clampf(shown_for / FADE_IN_SECONDS, 0.0, 1.0)
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label.modulate.a = alpha
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speaker_label.modulate.a = alpha
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var frame: PackedVector2Array = _frame()
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draw_colored_polygon(frame, Color(0.02, 0.05, 0.12, 0.78 * alpha))
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NeonDraw.draw_glowing_polygon(self, frame, Color(FRAME_COLOR, alpha), 0.8)
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# Brackets at the short edges: a doubled inner line that stops well short
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# of the corners, so the panel reads as held open rather than closed.
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for side in [0.0, 1.0]:
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var x: float = lerpf(INSET, size.x - INSET, side)
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NeonDraw.draw_glowing_line(self, Vector2(x, CUT + INSET),
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Vector2(x, size.y - CUT - INSET), Color(FRAME_COLOR, alpha * 0.75), 0.6, 0.3)
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var arm: float = BRACKET * (1.0 if side < 0.5 else -1.0)
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for y in [CUT + INSET, size.y - CUT - INSET]:
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NeonDraw.draw_glowing_line(self, Vector2(x, y), Vector2(x + arm, y),
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Color(FRAME_COLOR, alpha * 0.75), 0.6, 0.3)
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# #127: nothing under the text. The tick strip that used to run along the
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# bottom edge read as an underline attached to the last line rather than
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# as part of the frame.
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# A blinking caret at the bottom right - the one thing that says a click
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# is what moves this on.
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var blink: float = 0.45 + 0.55 * absf(sin(shown_for * 3.0))
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var tip: Vector2 = Vector2(size.x - CUT - 6.0, size.y - INSET - 12.0)
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NeonDraw.draw_glowing_path(self, PackedVector2Array([
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tip + Vector2(-11.0, -7.0), tip, tip + Vector2(-11.0, 7.0),
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]), Color(0.78, 0.94, 1.0, alpha * blink), 0.9, 0.4)
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