extends Node2D var dialogue signal proceed # Called when the node enters the scene tree for the first time. func _ready(): var plr = $plr var fadeout = plr.get_node("CanvasLayer/fadeout") var anim = plr.get_node("AnimatedSprite2D") plr.can_move = false anim.visible = false if SaveHandler.settings["LoadSave"]: $CheckPoints.current = get_node(str("CheckPoints/")+SaveHandler.settings["checkpoint"]) if not typeof($CheckPoints.current) == TYPE_NIL: plr.position = $CheckPoints.current.position $cloud.enabled = true plr.can_move = true anim.visible = true var tweener2 = get_tree().create_tween() tweener2.set_trans(Tween.TRANS_SINE) tweener2.tween_property(fadeout, "size",Vector2(1152,0),3) $the_hole.play() await tweener2.finished return var tweener2 = get_tree().create_tween() tweener2.set_trans(Tween.TRANS_SINE) tweener2.tween_property(fadeout,"size",Vector2(1152,0),3) $AudioStreamPlayer.play() await tweener2.finished dialogue = $plr/Camera2D/dialogue #dialogue.dialogue("haiiii :3","",0.5) await get_tree().create_timer(0.2).timeout var tweener = get_tree().create_tween() $fakeplr.play("move") tweener.tween_property($fakeplr,"position",anim.global_position,5) await tweener.finished anim.visible = true anim.play("idle") $fakeplr.visible = false dialogue.dialogue("The hole should be near me.","nervous",0.5) dialogue.visible = true await proceed dialogue.dialogue("I hope what I read wasn't fake news.","upsidedown",0.5) await proceed dialogue.dialogue("I haven't got the chance to climb in a hole for a long time.","nervous",0.5) await proceed dialogue.visible = false plr.can_move = true # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): if Input.is_action_just_pressed("interact") or Input.is_action_just_pressed("dialogue interact"): print("hi") proceed.emit()