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Grappling hook level: Show input hints after cinematic
Use a new animation and call it from the cinematic dialogue.
1 parent c6053f8 commit f9a6830

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2 files changed

+56
-2
lines changed

2 files changed

+56
-2
lines changed

scenes/quests/lore_quests/quest_002/2_grappling_hook/grappling_hook_start.tscn

Lines changed: 55 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,4 +1,4 @@
1-
[gd_scene load_steps=30 format=4 uid="uid://b8mfigsd8y5qs"]
1+
[gd_scene load_steps=31 format=4 uid="uid://b8mfigsd8y5qs"]
22

33
[ext_resource type="TileSet" uid="uid://07fq3rspk8ia" path="res://scenes/tileset.tres" id="1_0g35k"]
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[ext_resource type="PackedScene" uid="uid://2rbpl811wlv1" path="res://scenes/game_elements/props/background_music/background_music.tscn" id="1_wxpj0"]
@@ -37,6 +37,30 @@ tracks/0/keys = {
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"update": 1,
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"values": [4]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("ScreenOverlay/InputHint:visible")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [false]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("ScreenOverlay/InputHint:modulate")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
62+
"values": [Color(1, 1, 1, 1)]
63+
}
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[sub_resource type="Animation" id="Animation_aiq76"]
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resource_name = "eat_floor"
@@ -54,10 +78,38 @@ tracks/0/keys = {
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"values": [0]
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}
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81+
[sub_resource type="Animation" id="Animation_ngr1v"]
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resource_name = "show_input_hints"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("ScreenOverlay/InputHint:visible")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(1),
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"transitions": PackedFloat32Array(1),
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"update": 1,
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"values": [true]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("ScreenOverlay/InputHint:modulate")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
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}
107+
57108
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ngr1v"]
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_data = {
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&"RESET": SubResource("Animation_w67qe"),
60-
&"eat_floor": SubResource("Animation_aiq76")
111+
&"eat_floor": SubResource("Animation_aiq76"),
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&"show_input_hints": SubResource("Animation_ngr1v")
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}
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[sub_resource type="Resource" id="Resource_kr8u1"]
@@ -245,6 +297,7 @@ metadata/_custom_type_script = "uid://0enyu5v4ra34"
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[node name="ScreenOverlay" type="CanvasLayer" parent="."]
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[node name="InputHint" type="Control" parent="ScreenOverlay"]
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visible = false
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layout_mode = 3
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anchors_preset = 2
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anchor_top = 1.0

scenes/quests/lore_quests/quest_002/2_grappling_hook/intro_start.dialogue

Lines changed: 1 addition & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -6,4 +6,5 @@ do animation_player.play(&"eat_floor")
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do animation_player.animation_finished
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Matilda: Hmmm.. the Void is blooming fast here.
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Matilda: You’d only be able to reach the town using a [b]grappling hook[/b]. That's how I managed to survive. Take mine.
9+
do animation_player.play(&"show_input_hints")
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=> END

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