extends Node2D @onready var main_label = $Camera2D/MainLabel @onready var lower_label = $Camera2D/LowerLabel @onready var fire_diamond = $FireDiamond @onready var water_diamond = $WaterDiamond @onready var wind_diamond = $WindDiamond @onready var earth_diamond = $EarthDiamond @onready var music_player = $MusicPlayer const text_speed = 0.08 const start_text = "You seek the elementals?\nProve your worth!\nShow the elements your mastery over summoning, and they are yours!" const intro_text_00 = "The name's Gander Schwartz.\nBut my friends call me the \"Wandering Gander\"." const intro_text_01 = "I'm what most would call a \"third-rate summoner\",\nbut there's a reason for that.\nI summon \"items\", not \"beasts\"." const intro_text_02 = "Most summoners summon beasts to fight for them.\nI summon items to fight with, or even tools to solve puzzles in dungeons." const intro_text_03 = "There is one dungeon I've been itching to conquer.\nThe elemental dungeon!" const intro_text_04 = "If I beat the elemental dungeon,\nI'll be able to enhance my summons with elemental properties!" const intro_text_05 = "No longer would I need to light an oil lantern with flint and steel,\nor keep lugging around leather skins for water!" const intro_text_06 = "But the dungeon is a challenge.\nA challenge I hope to best with my wits and my item summoning!" const diamond_angle_rate = 1.2 const diamond_dist_rate = 50.0 const diamond_start_dist = 800.0 const diamond_min_dist = 150.0 enum StateT { Start, Start_TextRendered, Start_Stopping, MainMenu, Introduction_00, Introduction_00_post, Introduction_01, Introduction_01_post, Introduction_02, Introduction_02_post, Introduction_03, Introduction_03_post, Introduction_04, Introduction_04_post, Introduction_05, Introduction_05_post, Introduction_06, Introduction_06_post, Dungeon_Entrance } static var state_dict = {} var tween_volume var diamonds_gone = false var music_file var gander # Called when the node enters the scene tree for the first time. func _ready(): if not state_dict.has("state"): state_dict["state"] = StateT.Start state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 state_dict["start_diamonds"] = { "dist": diamond_start_dist, "angle" : 0.0 } music_player.play() func update_text(text, next_state): if state_dict["timer"] > text_speed: main_label.text += text[state_dict["text_idx"]] state_dict["text_idx"] += 1 state_dict["timer"] = 0.0 if state_dict["text_idx"] >= text.length(): state_dict["state"] = next_state state_dict["text_idx"] = 0 state_dict["timer"] = 0.0 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): state_dict["timer"] += delta match state_dict["state"]: StateT.Start: update_text(start_text, StateT.Start_TextRendered) update_start_diamonds(delta) StateT.Start_TextRendered: update_start_diamonds(delta) lower_label.text = "(Press \"Confirm\" to continue! Z, Enter, Space, or A on gamepad.)" StateT.Start_Stopping: update_stop_diamonds(delta) StateT.MainMenu: update_stop_diamonds(delta) state_dict["state"] = StateT.Introduction_00 state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" lower_label.text = "" music_player.volume_db = 0.0 music_player.stream = AudioStreamMP3.new() music_file = FileAccess.open("res://audio/LD55_1.mp3", FileAccess.READ) music_player.stream.data = music_file.get_buffer(music_file.get_length()) music_player.stream.loop = true music_player.play() var gander_scene = preload("res://gander_schwartz.tscn") gander = gander_scene.instantiate() add_child(gander) gander.position.x = 800 gander.position.y = 50 gander.velocity.x = -gander.SPEED gander.auto_control_action = "walking_left" StateT.Introduction_00: update_stop_diamonds(delta) update_text(intro_text_00, StateT.Introduction_00_post) StateT.Introduction_00_post: if not diamonds_gone: state_dict["start_diamonds"]["dist"] = diamond_start_dist diamonds_gone = true fire_diamond.get_parent().remove_child(fire_diamond) water_diamond.get_parent().remove_child(water_diamond) wind_diamond.get_parent().remove_child(wind_diamond) earth_diamond.get_parent().remove_child(earth_diamond) StateT.Introduction_01: update_text(intro_text_01, StateT.Introduction_01_post) StateT.Introduction_01_post: pass StateT.Introduction_02: update_text(intro_text_02, StateT.Introduction_02_post) StateT.Introduction_02_post: pass StateT.Introduction_03: update_text(intro_text_03, StateT.Introduction_03_post) StateT.Introduction_03_post: pass StateT.Introduction_04: update_text(intro_text_04, StateT.Introduction_04_post) StateT.Introduction_04_post: pass StateT.Introduction_05: update_text(intro_text_05, StateT.Introduction_05_post) StateT.Introduction_05_post: pass StateT.Introduction_06: update_text(intro_text_06, StateT.Introduction_06_post) StateT.Introduction_06_post: pass _: pass if gander is MainCharacter and not gander.player_controlled and gander.current_scene_type == gander.GanderSceneT.Introduction: if gander.velocity.x < 0.0: if gander.position.x <= 0.0: gander.velocity.x = 0.0 gander.auto_control_action = "facing_front" func _unhandled_input(event): if event.is_pressed() and event.is_action("Confirm"): match state_dict["state"]: StateT.Start: main_label.text = start_text state_dict["state"] = StateT.Start_TextRendered state_dict["text_idx"] = 0 state_dict["timer"] = 0.0 StateT.Start_TextRendered: state_dict["state"] = StateT.Start_Stopping tween_volume = get_tree().create_tween() tween_volume.tween_property(music_player, "volume_db", -80.0, 4.0) tween_volume.tween_callback(start_volume_tween_callback) main_label.text = "" lower_label.text = "" StateT.Introduction_00: main_label.text = intro_text_00 state_dict["text_idx"] = 0 state_dict["timer"] = 0.0 state_dict["state"] = StateT.Introduction_00_post StateT.Introduction_00_post: state_dict["state"] = StateT.Introduction_01 state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" StateT.Introduction_01: state_dict["state"] = StateT.Introduction_01_post state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = intro_text_01 StateT.Introduction_01_post: state_dict["state"] = StateT.Introduction_02 state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" StateT.Introduction_02: state_dict["state"] = StateT.Introduction_02_post state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = intro_text_02 StateT.Introduction_02_post: state_dict["state"] = StateT.Introduction_03 state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" StateT.Introduction_03: state_dict["state"] = StateT.Introduction_03_post state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = intro_text_03 StateT.Introduction_03_post: state_dict["state"] = StateT.Introduction_04 state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" StateT.Introduction_04: state_dict["state"] = StateT.Introduction_04_post state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = intro_text_04 StateT.Introduction_04_post: state_dict["state"] = StateT.Introduction_05 state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" StateT.Introduction_05: state_dict["state"] = StateT.Introduction_05_post state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = intro_text_05 StateT.Introduction_05_post: state_dict["state"] = StateT.Introduction_06 state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" StateT.Introduction_06: state_dict["state"] = StateT.Introduction_06_post state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = intro_text_06 StateT.Introduction_06_post: state_dict["state"] = StateT.Dungeon_Entrance state_dict["timer"] = 0.0 state_dict["text_idx"] = 0 main_label.text = "" _: pass func start_volume_tween_callback(): music_player.stop() state_dict["state"] = StateT.MainMenu func diamond_position_update(): fire_diamond.position.x = cos(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"] fire_diamond.position.y = sin(state_dict["start_diamonds"]["angle"]) * state_dict["start_diamonds"]["dist"] water_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"] water_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI / 2.0) * state_dict["start_diamonds"]["dist"] wind_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"] wind_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI) * state_dict["start_diamonds"]["dist"] earth_diamond.position.x = cos(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"] earth_diamond.position.y = sin(state_dict["start_diamonds"]["angle"] - PI * 3.0 / 2.0) * state_dict["start_diamonds"]["dist"] func update_start_diamonds(delta): state_dict["start_diamonds"]["dist"] -= delta * diamond_dist_rate if state_dict["start_diamonds"]["dist"] < diamond_min_dist: state_dict["start_diamonds"]["dist"] = diamond_min_dist state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate if state_dict["start_diamonds"]["angle"] > TAU: state_dict["start_diamonds"]["angle"] -= TAU diamond_position_update() func update_stop_diamonds(delta): if diamonds_gone: return state_dict["start_diamonds"]["dist"] += delta * diamond_dist_rate * 1.8 if state_dict["start_diamonds"]["dist"] > diamond_start_dist: state_dict["start_diamonds"]["dist"] = diamond_start_dist diamonds_gone = true fire_diamond.get_parent().remove_child(fire_diamond) water_diamond.get_parent().remove_child(water_diamond) wind_diamond.get_parent().remove_child(wind_diamond) earth_diamond.get_parent().remove_child(earth_diamond) state_dict["start_diamonds"]["angle"] += delta * diamond_angle_rate if state_dict["start_diamonds"]["angle"] > TAU: state_dict["start_diamonds"]["angle"] -= TAU diamond_position_update()