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extends Window
signal intro_finished
const START_TEXT = "Hi, I'm your legally\ndistinct paperclip\nassistant,\nClippette..."
const TOUCHED = "Don't touch me!"
var angy: Sprite2D
var normal: Sprite2D
var hapi: Sprite2D
var label: Label
var timer: Timer
var panel: Panel
@export_multiline var current_text = START_TEXT
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
angy = $Angy
hapi = $Hapi
normal = $Normal
label = $Label
timer = $Timer
panel = $Panel
normal.visible = true;
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(_delta: float) -> void:
if current_text == "":
label.visible = false
panel.visible = false
else:
label.text = "" # I hate this, but it does fix a bug
label.text = current_text
label.visible = true
panel.visible = true
func _on_texture_button_button_up() -> void:
normal.visible = false
hapi.visible = false
angy.visible = true
current_text = TOUCHED
timer.start()
func _on_timer_timeout() -> void:
normal.visible = true
hapi.visible = false
angy.visible = false
current_text = ""
timer.stop()
func start_dialogue():
$AnimationPlayer.play("intro")
func finish_intro():
intro_finished.emit()
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