extends "res://scenes/levels/interlude.gd" const text = [ ["flake", "Hi there, who are you?", 0], ["flopsy", "Heya, I'm Flopsy.", 1], ["flake", "Hi Flopsy, I'm Flake. What are you doing here?", 1], ["flopsy", "I'm searching for my friends.", 1.5], ["flake", "Your friends? What happened to them?", 1], ["flopsy", "When I woke up this morning, all my friends were gone. I don't know, what happend.", 1.5], ["flake", "Maybe I can help you...", 2], ["flake", "When I was hunting a mouse this night, I saw some monsters...", 1], ["flake", "carrying gunnysacks to the old forest.", 1.5], ["flake", "I'm sure, I also heard barking from that direction.", 1.5], ["flopsy", "To the old forest? Oh no! I have to rescue them!", 1.5], ["flake", "Good luck!", 1.5], ["flopsy", "Thank you, goodbye!", 1] ] func _ready(): _next_text() func _next_text(): var current_text = text.pop_front() if current_text != null: yield(get_tree().create_timer(current_text[2]), "timeout") if current_text[0] == "flake": $CanvasLayer/speech_flopsy.fade_out() yield(get_tree().create_timer(0.5), "timeout") $CanvasLayer/speech_flake.say(current_text[1]) elif current_text[0] == "flopsy": $CanvasLayer/speech_flake.fade_out() yield(get_tree().create_timer(0.5), "timeout") $CanvasLayer/speech_flopsy.say(current_text[1]) else: $CanvasLayer/speech_flopsy.fade_out() $CanvasLayer/speech_flake.fade_out() yield(get_tree().create_timer(0.5), "timeout") $CanvasLayer/Flopsy.set_animation("run") $CanvasLayer/FlopsyMoveOut.play("move_out") func _on_speech_flake_ready(): _next_text() func _on_FlopsyMoveOut_finished(anim_name): main.load_level(next_level, true)