Merge remote-tracking branch 'origin/main' into mimosa

This commit is contained in:
Bram Dingelstad 2021-12-07 12:41:50 +01:00
commit 94dc4e774e
29 changed files with 1547 additions and 295 deletions

1
.gitattributes vendored Normal file
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@ -0,0 +1 @@
/addons/Wol/editor/WolEditor.tscn filter=lfs diff=lfs merge=lfs -text

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@ -4,6 +4,10 @@ func _ready():
$RichTextLabel/Logo.hide()
$VBoxContainer/ButtonTemplate.hide()
$Wol.connect('line', self, '_on_line')
$Wol.connect('options', self, '_on_options')
$Wol.connect('finished', self, '_on_finished')
func continue_dialogue():
if $Tween.is_active():
$Tween.remove_all()
@ -12,7 +16,7 @@ func continue_dialogue():
$Wol.resume()
func _on_Wol_line(line):
func _on_line(line):
$RichTextLabel.bbcode_text = line.text
$Tween.remove_all()
@ -26,7 +30,7 @@ func _on_Wol_line(line):
$Tween.start()
func _on_Wol_options(options):
func _on_options(options):
var button_template = $VBoxContainer/ButtonTemplate
for option in options:
@ -45,7 +49,7 @@ func _on_option_selected(option):
if not 'Template' in child.name:
child.queue_free()
func _on_Wol_finished():
func _on_finished():
$RichTextLabel.text = ''
func _input(event):

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@ -1,6 +1,5 @@
[gd_scene load_steps=12 format=2]
[gd_scene load_steps=11 format=2]
[ext_resource path="res://addons/Wol/Wol.gd" type="Script" id=1]
[ext_resource path="res://addons/Wol/logo.svg" type="Texture" id=3]
[ext_resource path="res://addons/Wol/font/Italic.tres" type="DynamicFont" id=4]
[ext_resource path="res://addons/Wol/font/Regular.tres" type="DynamicFont" id=5]
@ -58,13 +57,6 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="Wol" type="Node" parent="."]
script = ExtResource( 1 )
path = "res://dialogue.yarn"
auto_start = true
variable_storage = {
}
[node name="Logo" type="TextureRect" parent="."]
anchor_left = 1.0
anchor_top = 1.0
@ -137,7 +129,3 @@ custom_styles/normal = SubResource( 1 )
text = "This is a dialogue option"
[node name="Tween" type="Tween" parent="."]
[connection signal="finished" from="Wol" to="." method="_on_Wol_finished"]
[connection signal="line" from="Wol" to="." method="_on_Wol_line"]
[connection signal="options" from="Wol" to="." method="_on_Wol_options"]

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@ -0,0 +1,27 @@
extends Node2D
var current_dialogue
func _ready():
$Sally/DialogueStarter.connect('body_entered', self, '_on_player_near_dialogue', [$Sally, true])
$Sally/DialogueStarter.connect('body_exited', self, '_on_player_near_dialogue', [$Sally, false])
$Ship/DialogueStarter.connect('body_entered', self, '_on_player_near_dialogue', [$Ship, true])
$Ship/DialogueStarter.connect('body_exited', self, '_on_player_near_dialogue', [$Ship, false])
$Dialogue/Wol.connect('finished', self, '_on_finished')
func _on_player_near_dialogue(_player, node, entered):
if entered:
current_dialogue = node.name
else:
current_dialogue = null
func _on_finished():
$DialogueCooldown.start()
func _process(_delta):
if Input.is_action_just_released('ui_accept') \
and current_dialogue and not $Dialogue/Wol.running and $DialogueCooldown.time_left == 0:
$Dialogue/Wol.starting_node = current_dialogue
$Dialogue/Wol.path = 'res://ExampleDialogue/%s.yarn' % current_dialogue
$Dialogue/Wol.start()

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@ -0,0 +1,236 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Dialogue.tscn" type="PackedScene" id=1]
[ext_resource path="res://ExampleDialogue/Player.gd" type="Script" id=2]
[ext_resource path="res://addons/Wol/Wol.gd" type="Script" id=3]
[ext_resource path="res://ExampleDialogue/ExampleScene.gd" type="Script" id=4]
[sub_resource type="RectangleShape2D" id=1]
[sub_resource type="CircleShape2D" id=2]
radius = 62.2013
[node name="ExampleScene" type="Node2D"]
script = ExtResource( 4 )
[node name="Dialogue" parent="." instance=ExtResource( 1 )]
anchor_right = 0.0
anchor_bottom = 0.0
margin_right = 1024.0
margin_bottom = 600.0
[node name="Wol" type="Node" parent="Dialogue"]
script = ExtResource( 3 )
variable_storage = {
}
[node name="Player" type="KinematicBody2D" parent="."]
position = Vector2( 360, 488 )
script = ExtResource( 2 )
[node name="Visuals" type="Node2D" parent="Player"]
[node name="ColorRect" type="ColorRect" parent="Player/Visuals"]
margin_left = -21.0
margin_top = -52.0
margin_right = 19.0
margin_bottom = -12.0
color = Color( 0, 0, 0, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect2" type="ColorRect" parent="Player/Visuals"]
margin_left = -8.0
margin_top = -47.0
margin_bottom = -28.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect4" type="ColorRect" parent="Player/Visuals"]
margin_top = -23.0
margin_right = 8.0
margin_bottom = -19.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect3" type="ColorRect" parent="Player/Visuals"]
margin_left = 7.0
margin_top = -47.0
margin_right = 15.0
margin_bottom = -28.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="LeftFoot" type="ColorRect" parent="Player"]
margin_left = -12.0
margin_top = -14.0
margin_right = -8.0
margin_bottom = 5.0
color = Color( 0, 0, 0, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="RightFoot" type="ColorRect" parent="Player"]
margin_left = 5.0
margin_top = -14.0
margin_right = 9.0
margin_bottom = 5.0
color = Color( 0, 0, 0, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"]
position = Vector2( -1, -9 )
shape = SubResource( 1 )
[node name="Sally" type="KinematicBody2D" parent="."]
position = Vector2( 755, 595 )
[node name="DialogueStarter" type="Area2D" parent="Sally"]
collision_layer = 0
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Sally/DialogueStarter"]
shape = SubResource( 2 )
[node name="Visuals" type="Node2D" parent="Sally"]
position = Vector2( 1, 3 )
scale = Vector2( -1, 1 )
[node name="ColorRect" type="ColorRect" parent="Sally/Visuals"]
margin_left = -21.0
margin_top = -52.0
margin_right = 19.0
margin_bottom = -12.0
color = Color( 0.729412, 0.160784, 0.160784, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect2" type="ColorRect" parent="Sally/Visuals"]
margin_left = -8.0
margin_top = -47.0
margin_bottom = -28.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect4" type="ColorRect" parent="Sally/Visuals"]
margin_top = -23.0
margin_right = 8.0
margin_bottom = -19.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect3" type="ColorRect" parent="Sally/Visuals"]
margin_left = 7.0
margin_top = -47.0
margin_right = 15.0
margin_bottom = -28.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="LeftFoot" type="ColorRect" parent="Sally"]
margin_left = -12.0
margin_top = -14.0
margin_right = -8.0
margin_bottom = 5.0
color = Color( 0.729412, 0.160784, 0.160784, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="RightFoot" type="ColorRect" parent="Sally"]
margin_left = 5.0
margin_top = -14.0
margin_right = 9.0
margin_bottom = 5.0
color = Color( 0.729412, 0.160784, 0.160784, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Ship" type="KinematicBody2D" parent="."]
position = Vector2( 43, 595 )
[node name="DialogueStarter" type="Area2D" parent="Ship"]
collision_layer = 0
monitorable = false
[node name="CollisionShape2D" type="CollisionShape2D" parent="Ship/DialogueStarter"]
shape = SubResource( 2 )
[node name="Visuals" type="Node2D" parent="Ship"]
position = Vector2( 1, 3 )
[node name="ColorRect" type="ColorRect" parent="Ship/Visuals"]
margin_left = -21.0
margin_top = -52.0
margin_right = 19.0
margin_bottom = -12.0
color = Color( 0.329412, 0.231373, 1, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect2" type="ColorRect" parent="Ship/Visuals"]
margin_left = -8.0
margin_top = -47.0
margin_bottom = -28.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect4" type="ColorRect" parent="Ship/Visuals"]
margin_top = -23.0
margin_right = 8.0
margin_bottom = -19.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="ColorRect3" type="ColorRect" parent="Ship/Visuals"]
margin_left = 7.0
margin_top = -47.0
margin_right = 15.0
margin_bottom = -28.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="LeftFoot" type="ColorRect" parent="Ship"]
margin_left = -12.0
margin_top = -14.0
margin_right = -8.0
margin_bottom = 5.0
color = Color( 0.329412, 0.231373, 1, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="RightFoot" type="ColorRect" parent="Ship"]
margin_left = 5.0
margin_top = -14.0
margin_right = 9.0
margin_bottom = 5.0
color = Color( 0.329412, 0.231373, 1, 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="StaticBody2D" type="StaticBody2D" parent="."]
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="StaticBody2D"]
polygon = PoolVector2Array( -3, 427, -40, 426, -40, 648, 838, 647, 838, 419, 787, 420, 788, 600, 2, 600, 0, 420 )
[node name="DialogueCooldown" type="Timer" parent="."]
wait_time = 0.4
one_shot = true

32
ExampleDialogue/Player.gd Normal file
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@ -0,0 +1,32 @@
extends KinematicBody2D
var velocity = Vector2.ZERO
var time = .0
func _physics_process(_delta):
var gravity = Vector2.DOWN * 9.81
velocity += gravity
move_and_slide(velocity, Vector2.UP)
func _process(delta):
var direction = Input.get_vector('ui_left', 'ui_right', 'ui_select', 'ui_select')
# Jump
if Input.is_action_just_released('ui_select') and is_on_floor():
velocity += Vector2.UP * 9.81 * 50
velocity.x = direction.x * 200
if direction.x != 0:
time += delta
$LeftFoot.visible = fmod(time * 4, 2) > 1
$RightFoot.visible = not $LeftFoot.visible
else:
$LeftFoot.visible = true
$RightFoot.visible = true
$Visuals.scale.x = -1 if velocity.x < 0 else 1

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@ -0,0 +1,52 @@
title: Sally.Watch
tags:
colorID:
position: 500, 400
---
Sally: Not really. #line:8c3f98
Sally: Same old nebula, doing the same old thing. #line:24c418
Sally: Oh, Ship wanted to see you. Go say hi to it. #line:df4eaf
<<set $should_see_ship to true>>
<<if visited("Ship") is true>>
Player: Already done! #line:1fea6c
Sally: Go say hi again. #line:5df323
<<endif>>
===
title: Sally.Exit
tags:
colorID:
position: 100, 400
---
Sally: Bye. #line:60c282
===
title: Sally.Sorry
tags:
colorID:
position: 900, 400
---
Sally: Yeah. Don't do it again. #line:d7df49
===
title: Sally
tags:
colorID:
position: 500, 100
---
<<if visited("Sally") is false>>
Player: Hey, Sally. #line:794945
Sally: Oh! Hi. #line:2dc39b
Sally: You snuck up on me. #line:34de2f
Sally: Don't do that. #line:dcc2bc
<<else>>
Player: Hey. #line:a8e70c
Sally: Hi. #line:305cde
<<endif>>
<<if not visited("Sally.Watch")>>
[[Anything exciting happen on your watch?|Sally.Watch]] #line:5d7a7c
<<endif>>
<<if $sally_warning and not visited("Sally.Sorry")>>
[[Sorry about the console.|Sally.Sorry]] #line:0a7e39
<<endif>>
[[See you later.|Sally.Exit]] #line:0facf7
===

34
ExampleDialogue/Ship.yarn Normal file
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@ -0,0 +1,34 @@
title: Ship
tags:
colorID: 0
position: 721,130
---
<<if visited("Ship") is false>>
Ship: Hey, friend. #line:5837f2
Player: Hi, Ship. #line:ship9
Player: How's space? #line:ship10
Ship: Oh, man. #line:ship11
<<setsprite ShipFace happy>>
Ship: It's HUGE! #line:ship12
<<setsprite ShipFace neutral>>
<<else>>
<<setsprite ShipFace happy>>
Ship: Hey!! #line:ship13
<<setsprite ShipFace neutral>>
<<endif>>
<<if $should_see_ship is true and $sally_warning is false>>
Player: Sally said you wanted to see me? #line:ship1
<<setsprite ShipFace happy>>
Ship: She totally did!! #line:ship3
<<setsprite ShipFace neutral>>
Ship: She wanted me to tell you... #line:ship4
Ship: If you ever go off-watch without resetting the console again... #line:ship5
<<setsprite ShipFace happy>>
Ship: She'll flay you alive! #line:ship6
<<set $sally_warning to true>>
<<wait 1>>
Player: Uh. #line:ship7
<<setsprite ShipFace neutral>>
<<endif>>
===

226
README.md
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@ -6,7 +6,7 @@
---
**Wol** is a tool for creating interactive dialogue for games. Its based on [YarnSpinner](https://yarnspinner.dev/) and it's [Yarn language](https://yarnspinner.dev/docs/syntax/).
**Wol** is a tool for creating interactive dialogue for games. Its based on [YarnSpinner](https://yarnspinner.dev/) and it's [Yarn language](https://yarnspinner.dev/docs/syntax/). (**_currently under heavy development, very unstable, do not use for production_**)
Write your conversations in *Yarn*, a simple programming language that's designed to be easy for writers to learn, while also powerful enough to handle whatever you need.
@ -16,7 +16,9 @@ Wol is actively maintained by [Bram Dingelstad](https://bram.dingelstad.works),
## Getting Started
This repo contains the source code for the Wol compiler. If you want to use it in a game engine other than Godot, you should get the appropriate package for your game engine. Check out [YarnSpinner-Unity](https://github.com/YarnSpinnerTool/YarnSpinner-Unity) for a Unity version of this project.
This repo contains the code for the Wol nodes & Yarn compiler.
If you want to use it in a game engine other than Godot, you should get the appropriate package for your game engine.
Check out [YarnSpinner-Unity](https://github.com/YarnSpinnerTool/YarnSpinner-Unity) for a Unity version of this project.
### Download from AssetLib
Unfortunately, this option isn't available yet. Stay tuned!
@ -35,13 +37,15 @@ Unfortunately, this option isn't available yet. Stay tuned!
There are few things that need to be ironed out to be 100% feature compatible with the original YarnSpinner.
- [ ] Integration with Godot's translation/localization system.
- [ ] Full support for [format functions](https://yarnspinner.dev/docs/syntax/#format-functions).
- [ ] Auto generation for `#line:` suffixes
- [ ] Support for [format functions](https://yarnspinner.dev/docs/syntax/#format-functions).
- [ ] ~Support~ Fix for conditional options.
- [ ] In-editor dialogue editor with preview.
- [ ] Fully extend the documentation of this project.
- [x] Document the [Option](README.md#Option) object.
- [x] Write the method descriptions for the `Wol` node.
- [ ] Write a basic "Hello World"-esque tutorial.
- [x] Provide helpful anchors in the documentation.
- [ ] Lines connecting different nodes if they refer to eachother.
- [x] Error hints when doing something wrong.
- [x] Basic saving, opening and saving-as.
- [ ] Remove all `printerr` in favor of (soft) `assert`s.
- [x] Fully extend the documentation of this project.
- [x] Porting to usable signals in Godot.
- [x] Providing helpful errors when failing to compile.
- [x] Having a working repository with example code.
@ -81,6 +85,205 @@ Wol & Yarn Spinner needs your help to be as awesome as it can be! You don't have
* Join Secret Lab's discussion on Slack by joining the [narrative game development](http://lab.to/narrativegamedev) channel.
* Follow [Bram Dingelstad](https://twitter.com/bram_dingelstad) & [Yarn Spinner](http://twitter.com/YarnSpinnerTool).
# Tutorial
Welcome to Wol! In this tutorial, youll learn how to use Wol in a Godot project to create interactive dialogue.
Well start by downloading and installing Wol. Well then take a look at the core concepts that power Wol / Yarn, and write some dialogue.
After that, well explore some of the more advanced features of Wol & Yarn.
## Introducing Wol
Wol & Yarn (Spinner) are tools for writing interactive dialogue in games - that is, conversations that the player can have with characters in the game.
Yarn Spinner does this by letting you write your dialogue in a programming language called Yarn.
Yarn is designed to be as minimal as possible.
For example, the following is valid Yarn code:
```yarn
Gregg: I think I might be sick.
Mae: True friendship: Letting your friend make you sick.
Gregg: True bros.
Mae: True bros.
```
Wol will take each line, one at a time, and deliver them to the game.
Its entirely up to the game to decide what to do with the lines; for example, the game that these lines are from,
Night in the Woods, displays them in speech bubbles, one character at a time, and waits for the user to press a button before showing the next one.
## Quick Start
Well begin by playing the example game that comes with Wol. Its very short - about 2 minutes long. After that we'll make some small changes!
1. Create a new empty Godot project.
2. Download and install Wol. Go to the [Getting started section](#README.md#Getting-Started), and follow the directions there.
3. Open the example scene (`res://ExampleDialogue/ExampleScene.tscn`).
4. Play the game. Use the left and right arrow keys to move, and the enter key to talk to characters.
Were now ready to start looking under the hood, to see how Wol & Yarn power this game.
### The Wol Editor
Wol & Yarn Spinner stores its dialogue in .yarn (or .wol) files. These are plain text files, which means you can edit them in any plain text editor (Visual Studio Code is a good option, and Secret Labs offers a syntax highlighting extension to make it nice to use!)
You can also use the Wol Editor, which is a tool in the Godot editor for working with Yarn code. This editor is useful because it lets you view the structure of your dialogue in a very visual way. (This is not completed yet however)
### Reading Yarn
In this section of the tutorial, were going to open the file Sally.yarn, and look at what its doing.
#### Open Sally.yarn in your editor of choice.
Wol & Yarn groups all of its dialogue into nodes. Nodes contain everything: your lines of dialogue, the choices you show to the player, and the commands that you send to the game. The Sally.yarn file contains four of them: Sally, Sally.Watch, Sally.Exit, and Sally.Sorry. The example game is set up so that when you walk up to Sally and press the spacebar, the game will start running the Sally node.
#### Go to the Sally node.
Lets take a look at what that node contains. Heres the entire text of it:
```yarn
<<if visited("Sally") is false>>
Player: Hey, Sally. #line:794945
Sally: Oh! Hi. #line:2dc39b
Sally: You snuck up on me. #line:34de2f
Sally: Don't do that. #line:dcc2bc
<<else>>
Player: Hey. #line:a8e70c
Sally: Hi. #line:305cde
<<endif>>
<<if not visited("Sally.Watch")>>
[[Anything exciting happen on your watch?|Sally.Watch]] #line:5d7a7c
<<endif>>
<<if $sally_warning and not visited("Sally.Sorry")>>
[[Sorry about the console.|Sally.Sorry]] #line:0a7e39
<<endif>>
[[See you later.|Sally.Exit]] #line:0facf7
```
Take a second now to look at this code, and get a feel for its structure.
### Lines and Logic
Well now take a closer look at each part of this code, and explain whats going on.
```yarn
<<if visited("Sally") is false>>
Player: Hey, Sally. #line:794945
Sally: Oh! Hi. #line:2dc39b
Sally: You snuck up on me. #line:34de2f
Sally: Don't do that. #line:dcc2bc
<<else>>
Player: Hey. #line:a8e70c
Sally: Hi. #line:305cde
<<endif>>
```
The first line of code in this node checks to see if Wol has already run this node. `visited` is a function that
is built into Wol. It returns true if the node you specify has been run before.
Youll notice that this line is wrapped in `<<` and `>>` symbols. This tells Wol that its control code, and not meant to be shown to the player.
If they havent run the `Sally` node yet, it means that this is the first time that weve spoken to `Sally` in this game. As a result, we run lines in which Sally and the player character meet. Otherwise, we instead run some shorter lines.
Each line in Wol is just a run of text, which is sent directly to the game. Its up to the game to decide how it wants to display it; in the example game, its shown at the top of the screen.
At the end of each line, youll see a `#line:` tag. This tag lets Wol identify lines across multiple translations, and is optional if you arent translating your game into other languages. Wol can automatically generate them for you (not supported yet however).
#### Options
Heres the next part of the code.
```yarn
<<if not visited("Sally.Watch")>>
[[Anything exciting happen on your watch?|Sally.Watch]] #line:5d7a7c
<<endif>>
<<if $sally_warning and not visited("Sally.Sorry")>>
[[Sorry about the console.|Sally.Sorry]] #line:0a7e39
<<endif>>
```
In the next part of the code, we do a check, and if it passes, we add an option. Options are things that the player can select; in this game, theyre things the player can say, but like lines, its up to the game to decide what to do with them. Options are shown to the player when the end of a node is reached.
The first couple of lines here test to see whether the player has run the node `Sally.Watch`. If they havent, then the code adds a new option. Options are wrapped with `[[` and `]]`. The text before the `|` is shown to the player, and the text after is the name of the node that will be run if the player chooses the option. Like lines, options can have line tags for localisation.
If the player has run the `Sally.Watch` node before, this code wont be run, which means that the option to run it again wont appear.
The rest of this part does a similar thing as the first: it does a check, and adds another option if the check passes. In this case, it checks to see if the variable `$sally_warning` is `true`, and if the player has not yet run the `Sally.Sorry` node. `$sally_warning` is set in a different node - its in the node Ship, which is stored in the file `Ship.yarn`.
```yarn
[[See you later.|Sally.Exit]] #line:0facf7
```
The very last line of the node adds an option, which takes the player to the Sally.Exit line. Because this option isnt inside an if statement, its always added.
When Wol hits the end of the node, all of the options that have been accumulated so far will be shown to the player. Wol will then wait for the player to make a selection, and then start running the node that they selected.
And thats how the node works!
### Writing Some Dialogue
Lets write some dialogue! Well add a couple of lines to the Ship.
> Open the file Ship.yarn. It contains a single node, called Ship - go to it.
This code uses couple of features that we didnt see in Sally: commands, and variables.
#### Commands
Commands are messages that Wol sends to your game, but arent intended to be shown to the player. Commands let you control things in your scene, like moving the camera around, or instructing a character to move to another point.
Because every game is different, Wol leaves the task of defining most commands to you. Wol defines two built-in commands: wait, which pauses the dialogue for a certain number of seconds, and stop, which ends the dialogue immediately.
The example game defines its own command, `setsprite`, which is used to change the sprite that the Ship characters face is displaying. You can see this in action in the file `Ship.yarn`:
```yarn
Player: How's space?
Ship: Oh, man.
<<setsprite ShipFace happy>>
Ship: It's HUGE!
<<setsprite ShipFace neutral>>
```
<!-- TODO: make tutorial about setting up commands
You can learn how to define your own custom commands in Working With Commands. -->
#### Variables
Variables are how you store information about what the player has done in the game. We saw variables in use in the `Sally` node, where the variable `$sally_warning` was used to control whether some content was shown or not. This variable is set in here, in the `Ship` node - it represents whether or not the player has heard Sallys warning about the console from the Ship.
Variables in Wol start with a `$`, and can store text, numbers, booleans (`true` or `false` values), or `null`. If you try and access a variable that hasnt been set, youll get the value `null`, which represents “no value”.
Adding Some Content
#### Add some new dialogue. Add the following text to the end of the node:
```
Ship: Anything else I can help with?
-> No, thanks.
Ship: Aw, ok!
-> I'm good.
Ship: Let me know!
Ship: Bye!
```
#### Shortcut Options
The `->` items that we just added are called shortcut options. Shortcut options let you put choices in your node without having to create new nodes, which you link to through the `[[Option]]` syntax. They exist in-line with the rest of your node.
To use a shortcut option, you write a `->`, followed by the text that you want to display. Then, on the next lines, indent the code a few spaces (it doesnt matter how many, as long as youre consistent.) The indented lines will run if the option theyre attached to is selected. Shortcut options can be nested, which means you can put a group of shortcut options inside another. You can put any kind of code inside a shortcut options lines.
Because shortcut options dont require you to create new nodes, theyre really good for situations where you want to offer the player some kind of choice that doesnt significantly change the flow of the story.
Save the file, and go back to the game. Play the game again, and talk to the Ship. At the end of the conversation, youll see new dialogue.
### Where Next
The example game is set up so that when you talk to Sally, the node Sally is run, and when you talk to the Ship, the node Ship is run. With this in mind, change the story so that after you get told off by Sally, she asks you to go and fix a problem with the Ship.
You can also read the [Syntax Reference](https://yarnspinner.dev/docs/syntax/) for Yarn.
# Documentation
## `Wol`
@ -207,7 +410,7 @@ It has several properties that you can change either in-editor or using GDScript
When getting an option from the `options` signal, use this function to let Wol node which option you want to select.
Use `Option.id` for the `id` parameter.
## [Line](README.md#Line)
## `Line`
_Inherits from [Object](https://docs.godotengine.org/en/stable/classes/class_object.html)_
An object holding all information related to a line in your dialogue.
@ -245,7 +448,7 @@ The [Line](README.md#Line) object is _the_ object that you're gonna be interacti
Currently unimplemented.
## [Option](README.md#Option)
## `Option`
_Inherits from [Object](https://docs.godotengine.org/en/stable/classes/class_object.html)_
An object holding information of an option in your dialogue.
@ -276,6 +479,3 @@ It has a reference to a [Line](README.md#Line) with it's `line` property so you
The node that you will jump to when this option is selected. (Only relevant for jump questions, not inline ones).
# Tutorial
_The tutorial is currently under construction, stay tuned!_

20
TestScene.tscn Normal file
View file

@ -0,0 +1,20 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/Wol/Wol.gd" type="Script" id=1]
[ext_resource path="res://Dialogue.tscn" type="PackedScene" id=2]
[node name="TestScene" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Dialogue" parent="." instance=ExtResource( 2 )]
[node name="Wol" type="Node" parent="Dialogue"]
script = ExtResource( 1 )
path = "res://dialogue.wol"
auto_start = true
variable_storage = {
}

View file

@ -24,6 +24,8 @@ export var auto_substitute = true
export(Dictionary) var variable_storage = {}
var running = false
const Constants = preload('res://addons/Wol/core/Constants.gd')
const Compiler = preload('res://addons/Wol/core/compiler/Compiler.gd')
const Library = preload('res://addons/Wol/core/Library.gd')
@ -50,10 +52,13 @@ func _ready():
func set_path(_path):
path = _path
if not Engine.editor_hint and virtual_machine:
if not Engine.editor_hint and virtual_machine and not path.empty():
var compiler = Compiler.new(path)
virtual_machine.program = compiler.compile()
func set_program(program):
virtual_machine.program = program
func _on_line(line):
if auto_substitute:
var index = 0
@ -101,9 +106,15 @@ func pause():
func start(node = starting_node):
running = true
emit_signal('started')
running = true
virtual_machine.set_node(node)
virtual_machine.start()
func stop():
if running:
virtual_machine.call_deferred('stop')
running = false
func resume():
virtual_machine.call_deferred('resume')

View file

@ -211,3 +211,4 @@ static func token_name(type):
if TokenType[key] == type:
return key
return ''

View file

@ -29,7 +29,6 @@ class Line:
func _to_string():
return '%s:%d: "%s"' % [file_name.get_file(), line_number, text]
class Option:
var line
var id = -1

View file

@ -79,7 +79,11 @@ func node_visit_count(node = virtual_machine.current_node.name):
if node is Value:
node = virtual_machine.program.strings[node.value()].text
var variable_storage = virtual_machine.dialogue.variable_storage
var visited_node_count = variable_storage[virtual_machine.program.filename]
print('checking node "%s"' % node)
print(variable_storage)
return visited_node_count[node] if visited_node_count.has(node) else 0

View file

@ -68,9 +68,9 @@ func set_node(name):
dialogue.variable_storage[program.filename] = {}
if not dialogue.variable_storage[program.filename].has(name):
dialogue.variable_storage[program.filename][name] = 0
dialogue.variable_storage[program.filename][name] += 1
dialogue.variable_storage[program.filename][name] = 1
else:
dialogue.variable_storage[program.filename][name] += 1
return true
func pause():
@ -229,8 +229,11 @@ func run_instruction(instruction):
Constants.ByteCode.PushVariable:
var name = instruction.operands[0].value
var value = dialogue.variable_storage[name.replace('$', '')]
state.push_value(value)
if dialogue.variable_storage.has(name.replace('$', '')):
var value = dialogue.variable_storage[name.replace('$', '')]
state.push_value(value)
else:
state.push_value(null)
Constants.ByteCode.StoreVariable:
var value = state.peek_value()

View file

@ -1,4 +1,5 @@
extends Object
signal error(message, line_number, column)
const Constants = preload('res://addons/Wol/core/Constants.gd')
const Lexer = preload('res://addons/Wol/core/compiler/Lexer.gd')
@ -12,86 +13,141 @@ var filename = ''
var current_node
var has_implicit_string_tags = false
var soft_assert = false
var string_count = 0
var string_table = {}
var label_count = 0
func _init(_filename, _source = null):
func _init(_filename, _source = null, _soft_assert = false):
filename = _filename
soft_assert = _soft_assert
if not _filename and _source:
self.source = _source
filename = 'inline_source'
source = _source
else:
var file = File.new()
file.open(_filename, File.READ)
self.source = file.get_as_text()
source = file.get_as_text()
file.close()
func compile():
var header_sep = RegEx.new()
var header_property = RegEx.new()
header_sep.compile('---(\r\n|\r|\n)')
header_property.compile('(?<field>.*): *(?<value>.*)')
assert(header_sep.search(source), 'No headers found!')
var line_number = 0
var source_lines = source.split('\n', false)
var source_lines = source.split('\n')
for i in range(source_lines.size()):
source_lines[i] = source_lines[i].strip_edges(false, true)
var parsed_nodes = []
source = source_lines.join('\n')
func get_headers(offset = 0):
var header_property = RegEx.new()
var header_sep = RegEx.new()
header_sep.compile('---(\r\n|\r|\n)')
header_property.compile('(?<field>.*): *(?<value>.*)')
self.assert(header_sep.search(source), 'No headers found!')
var title = ''
var position = Vector2.ZERO
var source_lines = source.split('\n')
var line_number = offset
while line_number < source_lines.size():
var title = ''
var body = ''
# Parse header
while true:
var line = source_lines[line_number]
line_number += 1
if not line.empty():
var result = header_property.search(line)
if result != null:
var field = result.get_string('field')
var value = result.get_string('value')
if field == 'title':
var regex = RegEx.new()
regex.compile(INVALID_TITLE)
assert(not regex.search(value), 'Invalid characters in title "%s", correct to "%s"' % [value, regex.sub(value, '', true)])
title = value
# TODO: Implement position, color and tags
if line_number >= source_lines.size() or line == '---':
break
# past header
var body_lines = []
while line_number < source_lines.size() and source_lines[line_number] != '===':
body_lines.append(source_lines[line_number])
line_number += 1
var line = source_lines[line_number]
line_number += 1
body = PoolStringArray(body_lines).join('\n')
var lexer = Lexer.new(filename, title, body)
var tokens = lexer.tokenize()
if not line.empty():
var result = header_property.search(line)
var parser = Parser.new(title, tokens)
var parser_node = parser.parse_node()
if result != null:
var field = result.get_string('field')
var value = result.get_string('value')
parser_node.name = title
# parser_node.tags = title
parsed_nodes.append(parser_node)
if field == 'title':
var regex = RegEx.new()
regex.compile(INVALID_TITLE)
self.assert(not regex.search(value), 'Invalid characters in title "%s", correct to "%s"' % [value, regex.sub(value, '', true)])
title = value
if field == 'position':
var regex = RegEx.new()
regex.compile('^position:.*,.*\\d$')
self.assert(regex.search(line), 'Couldn\'t parse position property in the headers, got "%s" instead in node "%s"' % [value, title])
position = Vector2(int(value.split(',')[0].strip_edges()), int(value.split(',')[1].strip_edges()))
# TODO: Implement color and tags
if line == '---':
break
return {
'title': title,
'position': position
}
func get_body(offset = 0):
var body_lines = []
var source_lines = source.split('\n')
var recording = false
var line_number = offset
while line_number < source_lines.size() and source_lines[line_number] != '===':
if recording:
body_lines.append(source_lines[line_number])
recording = recording or source_lines[line_number] == '---'
line_number += 1
line_number += 1
return PoolStringArray(body_lines).join('\n')
func get_nodes():
var nodes = []
var line_number = 0
var source_lines = source.split('\n')
while line_number < source_lines.size():
var headers = get_headers(line_number)
var body = get_body(line_number)
headers.body = body
nodes.append(headers)
# Add +2 to the final line to skip the === from that node
line_number = Array(source_lines).find_last(body.split('\n')[-1]) + 2
while line_number < source_lines.size() and source_lines[line_number].empty():
line_number += 1
return nodes
func assert(statement, message, line_number = -1, column = -1, _absolute_line_number = -1):
if not soft_assert:
assert(statement, '"%s" on line %d column %d' % [message, line_number, column])
elif not statement:
emit_signal('error', message, line_number, column)
return not statement
func compile():
var parsed_nodes = []
for node in get_nodes():
var lexer = Lexer.new(self, filename, node.title, node.body)
var tokens = lexer.tokenize()
# In case of lexer error
if not tokens:
return
var parser = Parser.new(self, node.title, tokens)
var parser_node = parser.parse_node()
parser_node.name = node.title
parsed_nodes.append(parser_node)
var program = Program.new()
program.filename = filename
@ -104,7 +160,7 @@ func compile():
return program
func compile_node(program, parsed_node):
assert(not program.nodes.has(parsed_node.name), 'Duplicate node in program: %s' % parsed_node.name)
self.assert(not program.nodes.has(parsed_node.name), 'Duplicate node in program: %s' % parsed_node.name)
var node_compiled = Program.WolNode.new()
@ -205,7 +261,7 @@ func generate_statement(node, statement):
Constants.StatementTypes.Line:
generate_line(node, statement)
_:
assert(false, 'Illegal statement type [%s]. Could not generate code.' % statement.type)
self.assert(false, statement.line_number, 'Illegal statement type [%s]. Could not generate code.' % statement.type)
func generate_custom_command(node, command):
# TODO: See if the first tree of this statement is being used
@ -356,6 +412,9 @@ func generate_assignment(node, assignment):
emit(Constants.ByteCode.Pop, node)
func generate_expression(node, expression):
if self.assert(expression != null, 'Wrong expression (perhaps unterminated command block ">>"?)'):
return false
match expression.type:
Constants.ExpressionType.Value:
generate_value(node, expression.value)

View file

@ -2,7 +2,7 @@ extends Object
const Constants = preload('res://addons/Wol/core/Constants.gd')
const LINE_COMENT = '//'
const LINE_COMMENT = '//'
const FORWARD_SLASH = '/'
const LINE_SEPARATOR = '\n'
@ -22,6 +22,7 @@ const FORMAT_FUNCTION = 'format'
var WHITESPACE = '\\s*'
var compiler
var filename = ''
var title = ''
var text = ''
@ -33,19 +34,20 @@ var current_state
var indent_stack = []
var should_track_indent = false
func _init(_filename, _title, _text):
createstates()
func _init(_compiler, _filename, _title, _text):
create_states()
compiler = _compiler
filename = _filename
title = _title
text = _text
func createstates():
func create_states():
var patterns = {}
patterns[Constants.TokenType.Text] = ['.*', 'any text']
patterns[Constants.TokenType.Number] = ['\\-?[0-9]+(\\.[0-9+])?', 'any number']
patterns[Constants.TokenType.Str] = ['\'([^\'\\\\]*(?:\\.[^\'\\\\]*)*)\'', 'any text']
patterns[Constants.TokenType.Str] = ['\"([^\"\\\\]*(?:\\.[^\"\\\\]*)*)\"', 'any text']
patterns[Constants.TokenType.TagMarker] = ['\\#', 'a tag #']
patterns[Constants.TokenType.LeftParen] = ['\\(', 'left parenthesis (']
patterns[Constants.TokenType.RightParen] = ['\\)', 'right parenthesis )']
@ -111,8 +113,8 @@ func createstates():
states[BASE].add_transition(Constants.TokenType.TagMarker, TAG, true)
states[BASE].add_text_rule(Constants.TokenType.Text)
#TODO: FIXME - Tags are not being proccessed properly this way. We must look for the format #{identifier}:{value}
# Possible solution is to add more transitions
#FIXME - Tags are not being proccessed properly this way. We must look for the format #{identifier}:{value}
# Possible solution is to add more transitions
states[TAG] = LexerState.new(patterns)
states[TAG].add_transition(Constants.TokenType.Identifier, BASE)
@ -236,7 +238,11 @@ func tokenize():
lines.append('')
for line in lines:
tokens += tokenize_line(line, line_number)
var line_tokens = tokenize_line(line, line_number)
if line_tokens == null:
return
tokens.append_array(line_tokens)
line_number += 1
var end_of_input = Token.new(
@ -252,12 +258,12 @@ func tokenize():
func tokenize_line(line, line_number):
var token_stack = []
var fresh_line = line.replace('\t',' ').replace('\r','')
var fresh_line = line.replace('\t', ' ').replace('\r', '')
var indentation = line_indentation(line)
var previous_indentation = indent_stack.front()[0]
if should_track_indent && indentation > previous_indentation:
if should_track_indent and indentation > previous_indentation:
indent_stack.push_front([indentation, true])
var indent = Token.new(
@ -284,7 +290,7 @@ func tokenize_line(line, line_number):
whitespace.compile(WHITESPACE)
while column < fresh_line.length():
if fresh_line.substr(column).begins_with(LINE_COMENT):
if fresh_line.substr(column).begins_with(LINE_COMMENT):
break
var matched = false
@ -367,13 +373,13 @@ func tokenize_line(line, line_number):
line_number,
column
]
assert(false, 'Expected %s in file %s in node "%s" on line #%d (column #%d)' % error_data)
compiler.assert(false, 'Expected %s in file %s in node "%s" on line #%d (column #%d)' % error_data, line_number, column)
return
var last_whitespace = whitespace.search(line, column)
if last_whitespace:
column += last_whitespace.get_string().length()
token_stack.invert()
return token_stack

View file

@ -1,13 +1,17 @@
extends Object
# warnings-disable
const Constants = preload('res://addons/Wol/core/Constants.gd')
const Lexer = preload('res://addons/Wol/core/compiler/Lexer.gd')
const Value = preload('res://addons/Wol/core/Value.gd')
var tokens = []
var compiler
var title = ''
var tokens = []
func _init(_title, _tokens):
func _init(_compiler, _title, _tokens):
compiler = _compiler
title = _title
tokens = _tokens
@ -21,13 +25,19 @@ func parse_node():
return WolNode.new('Start', null, self)
func next_symbol_is(valid_types):
var type = self.tokens.front().type
for valid_type in valid_types:
if type == valid_type:
return true
return false
if tokens.size() == 0:
var error_tokens = []
for token in valid_types:
error_tokens.append(Constants.token_name(token))
# NOTE:0 look ahead for `<<` and `else`
if error_tokens == ['TagMarker']:
error_tokens.append('OptionEnd')
compiler.assert(tokens.size() != 0, 'Ran out of tokens looking for next symbol "%s"!' % PoolStringArray(error_tokens).join(', '))
return tokens.front() and tokens.front().type in valid_types
# NOTE: 0 look ahead for `<<` and `else`
func next_symbols_are(valid_types):
var temporary = [] + tokens
for type in valid_types:
@ -36,12 +46,13 @@ func next_symbols_are(valid_types):
return true
func expect_symbol(token_types = []):
if compiler.assert(tokens.size() != 0, 'Ran out of tokens expecting next symbol!'):
return
var token = tokens.pop_front() as Lexer.Token
if token_types.size() == 0:
if token.type == Constants.TokenType.EndOfInput:
assert(false, 'Unexpected end of input')
return null
compiler.assert(token.type != Constants.TokenType.EndOfInput, 'Unexpected end of input')
return token
for type in token_types:
@ -61,15 +72,12 @@ func expect_symbol(token_types = []):
error_guess = ''
var error_data = [
token.filename,
title,
token.line_number,
token.column,
PoolStringArray(token_names).join(', '),
Constants.token_type_name(token.type),
error_guess
]
assert(false, '[%s|%s:%d:%d]:\nExpected token "%s" but got "%s"%s' % error_data)
compiler.assert(false, 'Expected token "%s" but got "%s"%s' % error_data, token.line_number, token.column)
return
static func tab(indent_level, input, newline = true):
return '%*s| %s%s' % [indent_level * 2, '', input, '' if not newline else '\n']
@ -112,12 +120,26 @@ class WolNode extends ParseNode:
var editor_node_tags = []
var statements = []
var parser
func _init(name, parent, parser).(parent, parser):
self.name = name
func _init(_name, parent, _parser).(parent, _parser):
name = _name
parser = _parser
while parser.tokens.size() > 0 \
and not parser.next_symbol_is([Constants.TokenType.Dedent, Constants.TokenType.EndOfInput]):
statements.append(Statement.new(self, parser))
parser.compiler.assert(
not parser.next_symbol_is([Constants.TokenType.Indent]),
'Found a stray indentation!',
parser.tokens.front().line_number,
parser.tokens.front().column
)
var statement = Statement.new(self, parser)
if statement.failed_to_parse:
break
statements.append(statement)
func tree_string(indent_level):
var info = []
@ -126,9 +148,85 @@ class WolNode extends ParseNode:
return PoolStringArray(info).join('')
# TODO: Evaluate use
class Header extends ParseNode:
pass
class Statement extends ParseNode:
var Type = Constants.StatementTypes
var type = -1
var block
var if_statement
var option_statement
var assignment
var shortcut_option_group
var custom_command
var line
var failed_to_parse = false
func _init(parent, parser).(parent, parser):
if Block.can_parse(parser):
block = Block.new(self, parser)
type = Type.Block
elif IfStatement.can_parse(parser):
if_statement = IfStatement.new(self, parser)
type = Type.IfStatement
elif OptionStatement.can_parse(parser):
option_statement = OptionStatement.new(self, parser)
type = Type.OptionStatement
elif Assignment.can_parse(parser):
assignment = Assignment.new(self, parser)
type = Type.AssignmentStatement
elif ShortcutOptionGroup.can_parse(parser):
shortcut_option_group = ShortcutOptionGroup.new(self, parser)
type = Type.ShortcutOptionGroup
elif CustomCommand.can_parse(parser):
custom_command = CustomCommand.new(self, parser)
type = Type.CustomCommand
elif parser.next_symbol_is([Constants.TokenType.Text]):
line = LineNode.new(self, parser)
type = Type.Line
else:
parser.compiler.assert(false, 'Expected a statement but got %s instead. (probably an imbalanced if statement)' % parser.tokens.front()._to_string())
failed_to_parse = true
return
var tags = []
while parser.next_symbol_is([Constants.TokenType.TagMarker]):
parser.expect_symbol([Constants.TokenType.TagMarker])
var tag = parser.expect_symbol([Constants.TokenType.Identifier]).value
tags.append(tag)
if tags.size() > 0:
self.tags = tags
func tree_string(indent_level):
var info = []
match type:
Type.Block:
info.append(block.tree_string(indent_level))
Type.IfStatement:
info.append(if_statement.tree_string(indent_level))
Type.AssignmentStatement:
info.append(assignment.tree_string(indent_level))
Type.OptionStatement:
info.append(option_statement.tree_string(indent_level))
Type.ShortcutOptionGroup:
info.append(shortcut_option_group.tree_string(indent_level))
Type.CustomCommand:
info.append(custom_command.tree_string(indent_level))
Type.Line:
info.append(line.tree_string(indent_level))
_:
self.parser.compiler.assert(false, 'Cannot print statement')
return PoolStringArray(info).join('')
class InlineExpression extends ParseNode:
var expression
@ -153,7 +251,8 @@ class FormatFunctionNode extends ParseNode:
format_text="["
parser.expect_symbol([Constants.TokenType.FormatFunctionStart])
while !parser.next_symbol_is([Constants.TokenType.FormatFunctionEnd]):
# FIXME: Add exit condition in case of failure
while parser.tokens.size() > 0 and not parser.next_symbol_is([Constants.TokenType.FormatFunctionEnd]):
if parser.next_symbol_is([Constants.TokenType.Text]):
format_text += parser.expect_symbol().value
@ -173,7 +272,7 @@ class FormatFunctionNode extends ParseNode:
class LineNode extends ParseNode:
var line_text = ''
# FIXME: Right now we are putting the formatfunctions and inline expressions in the same
# list but if at some point we want to stronly type our sub list we need to make a new
# list but if at some point we want to strongly type our sub list we need to make a new
# parse node that can have either an InlineExpression or a FunctionFormat
# .. This is a consideration for Godot4.x
var substitutions = []
@ -212,7 +311,7 @@ class LineNode extends ParseNode:
if line_id.empty():
line_id = tag_token.value
else:
printerr("Too many line_tags @[%s:%d]" %[parser.currentNodeName, tag_token.line_number])
parser.compiler.assert(false, 'Too many line_tags @[%s:%d]' % [parser.currentNodeName, tag_token.line_number])
return
else:
tags.append(tag_token.value)
@ -229,82 +328,6 @@ class LineNode extends ParseNode:
func tree_string(indent_level):
return tab(indent_level, 'Line: (%s)[%d]' % [line_text, substitutions.size()])
class Statement extends ParseNode:
var Type = Constants.StatementTypes
var type = -1
var block
var if_statement
var option_statement
var assignment
var shortcut_option_group
var custom_command
var line
func _init(parent, parser).(parent, parser):
if Block.can_parse(parser):
block = Block.new(self, parser)
type = Type.Block
elif IfStatement.can_parse(parser):
if_statement = IfStatement.new(self, parser)
type = Type.IfStatement
elif OptionStatement.can_parse(parser):
option_statement = OptionStatement.new(self, parser)
type = Type.OptionStatement
elif Assignment.can_parse(parser):
assignment = Assignment.new(self, parser)
type = Type.AssignmentStatement
elif ShortcutOptionGroup.can_parse(parser):
shortcut_option_group = ShortcutOptionGroup.new(self, parser)
type = Type.ShortcutOptionGroup
elif CustomCommand.can_parse(parser):
custom_command = CustomCommand.new(self, parser)
type = Type.CustomCommand
elif parser.next_symbol_is([Constants.TokenType.Text]):
line = LineNode.new(self, parser)
type = Type.Line
else:
printerr('Expected a statement but got %s instead. (probably an imbalanced if statement)' % parser.tokens.front()._to_string())
var tags = []
while parser.next_symbol_is([Constants.TokenType.TagMarker]):
parser.expect_symbol([Constants.TokenType.TagMarker])
var tag = parser.expect_symbol([Constants.TokenType.Identifier]).value
tags.append(tag)
if tags.size() > 0:
self.tags = tags
func tree_string(indent_level):
var info = []
match type:
Type.Block:
info.append(block.tree_string(indent_level))
Type.IfStatement:
info.append(if_statement.tree_string(indent_level))
Type.AssignmentStatement:
info.append(assignment.tree_string(indent_level))
Type.OptionStatement:
info.append(option_statement.tree_string(indent_level))
Type.ShortcutOptionGroup:
info.append(shortcut_option_group.tree_string(indent_level))
Type.CustomCommand:
info.append(custom_command.tree_string(indent_level))
Type.Line:
info.append(line.tree_string(indent_level))
_:
printerr('Cannot print statement')
return PoolStringArray(info).join('')
class CustomCommand extends ParseNode:
@ -323,7 +346,8 @@ class CustomCommand extends ParseNode:
var command_tokens = []
command_tokens.append(parser.expect_symbol())
while not parser.next_symbol_is([Constants.TokenType.EndCommand]):
# FIXME: add exit condition
while parser.tokens.size() > 0 and not parser.next_symbol_is([Constants.TokenType.EndCommand]):
command_tokens.append(parser.expect_symbol())
parser.expect_symbol([Constants.TokenType.EndCommand])
@ -339,9 +363,9 @@ class CustomCommand extends ParseNode:
type = Type.Expression
else:
#otherwise evaluuate command
# otherwise evaluate command
type = Type.ClientCommand
self.client_command = command_tokens[0].value
client_command = command_tokens[0].value
func tree_string(indent_level):
match type:
@ -363,9 +387,7 @@ class ShortcutOptionGroup extends ParseNode:
# parse options until there is no more
# expect one otherwise invalid
var index = 1
options.append(ShortCutOption.new(index, self, parser))
index += 1
var index = 0
while parser.next_symbol_is([Constants.TokenType.ShortcutOption]):
options.append(ShortCutOption.new(index, self, parser))
index += 1
@ -394,7 +416,7 @@ class ShortCutOption extends ParseNode:
parser.expect_symbol([Constants.TokenType.ShortcutOption])
label = parser.expect_symbol([Constants.TokenType.Text]).value
# NOTE: Parse the conditional << if $x >> when it exists
# FIXME: Parse the conditional << if $x >> when it exists
var tags = []
while parser.next_symbols_are([Constants.TokenType.BeginCommand, Constants.TokenType.IfToken]) \
or parser.next_symbol_is([Constants.TokenType.TagMarker]):
@ -447,7 +469,8 @@ class Block extends ParseNode:
parser.expect_symbol([Constants.TokenType.Indent])
#keep reading statements until we hit a dedent
while not parser.next_symbol_is([Constants.TokenType.Dedent]):
# FIXME: find exit condition
while parser.tokens.size() > 0 and not parser.next_symbol_is([Constants.TokenType.Dedent]):
#parse all statements including nested blocks
statements.append(Statement.new(self, parser))
@ -633,7 +656,7 @@ class ValueNode extends ParseNode:
Constants.TokenType.NullToken:
value = Value.new(null)
_:
printerr('%s, Invalid token type' % token.name)
self.parser.compiler.assert(false, '%s, Invalid token type' % token.name)
func tree_string(indent_level):
return tab(indent_level, '%s' % value.value())
@ -670,6 +693,8 @@ class ExpressionNode extends ParseNode:
# Using Djikstra's shunting-yard algorithm to convert stream of expresions into postfix notation,
# & then build a tree of expressions
# TODO: Rework expression parsing
static func parse(parent, parser):
var rpn = []
var op_stack = []
@ -698,42 +723,47 @@ class ExpressionNode extends ParseNode:
while parser.tokens.size() > 0 and parser.next_symbol_is(valid_types):
var next = parser.expect_symbol(valid_types)
if next.type == Constants.TokenType.Variable \
or next.type == Constants.TokenType.Number \
or next.type == Constants.TokenType.Str \
or next.type == Constants.TokenType.FalseToken \
or next.type == Constants.TokenType.TrueToken \
or next.type == Constants.TokenType.NullToken:
if next.type in [
Constants.TokenType.Variable,
Constants.TokenType.Number,
Constants.TokenType.Str,
Constants.TokenType.FalseToken,
Constants.TokenType.TrueToken,
Constants.TokenType.NullToken
]:
#output primitives
rpn.append(next)
# Output primitives
if func_stack.size() != 0:
op_stack.append(next)
else:
rpn.append(next)
elif next.type == Constants.TokenType.Identifier:
op_stack.push_back(next)
func_stack.push_back(next)
#next token is parent - left
next = parser.expect_symbol([Constants.TokenType.LeftParen])
op_stack.push_back(next)
if next:
op_stack.push_back(next)
elif next.type == Constants.TokenType.Comma:
#resolve sub expression before moving on
while op_stack.back().type != Constants.TokenType.LeftParen:
var p = op_stack.pop_back()
if p == null:
printerr('unbalanced parenthesis %s ' % next.name)
parser.compiler.assert(false, 'unbalanced parenthesis %s' % next.name)
break
rpn.append(p)
#next token in op_stack left paren
# next parser token not allowed to be right paren or comma
if parser.next_symbol_is([Constants.TokenType.RightParen,
Constants.TokenType.Comma]):
printerr('Expected Expression : %s' % parser.tokens.front().name)
if parser.next_symbol_is([Constants.TokenType.RightParen, Constants.TokenType.Comma]):
parser.compiler.assert(false, 'Expected Expression : %s' % parser.tokens.front().name)
#find the closest function on stack
#increment parameters
func_stack.back().parameter_count+=1
func_stack.back().parameter_count += 1
elif Operator.is_op(next.type):
#this is an operator
@ -760,7 +790,7 @@ class ExpressionNode extends ParseNode:
next.type = Constants.TokenType.EqualTo
#operator precedence
while (ExpressionNode.is_apply_precedence(next.type, op_stack)):
while ExpressionNode.is_apply_precedence(next.type, op_stack, parser):
var op = op_stack.pop_back()
rpn.append(op)
@ -772,20 +802,28 @@ class ExpressionNode extends ParseNode:
elif next.type == Constants.TokenType.RightParen:
#leaving sub expression
# resolve order of operations
var parameters = []
while op_stack.back().type != Constants.TokenType.LeftParen:
rpn.append(op_stack.pop_back())
if op_stack.back() == null:
printerr('Unbalanced parenthasis #RightParen. Parser.ExpressionNode')
parameters.append(op_stack.pop_back())
parser.compiler.assert(
op_stack.back() != null,
'Unbalanced parenthasis #RightParen. Parser.ExpressionNode'
)
rpn.append_array(parameters)
op_stack.pop_back()
# FIXME: Something is going on with parameter counting, fixed for now
# but needs a bigger rework
if op_stack.back().type == Constants.TokenType.Identifier:
#function call
#last token == left paren this == no parameters
#else
#we have more than 1 param
if last.type != Constants.TokenType.LeftParen:
func_stack.back().parameter_count+=1
# if last.type != Constants.TokenType.LeftParen:
# func_stack.back().parameter_count += 1
func_stack.back().parameter_count = parameters.size()
rpn.append(op_stack.pop_back())
func_stack.pop_back()
@ -799,7 +837,7 @@ class ExpressionNode extends ParseNode:
#if rpn is empty then this is not expression
if rpn.size() == 0:
printerr('Error parsing expression: Expression not found!')
parser.compiler.assert(false, 'Error parsing expression: Expression not found!')
#build expression tree
var first = rpn.front()
@ -809,10 +847,17 @@ class ExpressionNode extends ParseNode:
var next = rpn.pop_front()
if Operator.is_op(next.type):
#operation
var info = Operator.op_info(next.type)
var info = Operator.op_info(next.type, parser)
if eval_stack.size() < info.arguments:
printerr('Error parsing : Not enough arguments for %s [ got %s expected - was %s]'%[Constants.token_type_name(next.type), eval_stack.size(), info.arguments])
parser.compiler.assert(false,
'Error parsing : Not enough arguments for %s [ got %s expected - was %s]' \
% [
Constants.token_type_name(next.type),
eval_stack.size(),
info.arguments
]
)
var function_parameters = []
for _i in range(info.arguments):
@ -846,10 +891,14 @@ class ExpressionNode extends ParseNode:
eval_stack.append(expression)
#we should have a single root expression left
#if more then we failed ---- NANI
if eval_stack.size() != 1:
printerr('[%s] Error parsing expression (stack did not reduce correctly )' % first)
# NOTE: We should have a single root expression left
# if more then we failed
parser.compiler.assert(
eval_stack.size() == 1,
'[%s] Error parsing expression (stack did not reduce correctly)' % first,
first.line_number,
first.column
)
return eval_stack.pop_back()
@ -861,20 +910,24 @@ class ExpressionNode extends ParseNode:
return key
return string
static func is_apply_precedence(_type, operator_stack):
static func is_apply_precedence(_type, operator_stack, parser):
if operator_stack.size() == 0:
return false
if not Operator.is_op(_type):
assert(false, 'Unable to parse expression!')
if parser.compiler.assert(Operator.is_op(_type), 'Unable to parse expression!'):
return false
# FIXME: Make sure there can't be a Null value here
if parser.compiler.assert(operator_stack.back() != null, 'Something went wrong getting precedence'):
return false
var second = operator_stack.back().type
if not Operator.is_op(second):
return false
var first_info = Operator.op_info(_type)
var second_info = Operator.op_info(second)
var first_info = Operator.op_info(_type, parser)
var second_info = Operator.op_info(second, parser)
return \
(first_info.associativity == Associativity.Left \
@ -934,9 +987,9 @@ class Operator extends ParseNode:
info.append(tab(indent_level, op_type))
return info.join('')
static func op_info(op):
if not Operator.is_op(op) :
printerr('%s is not a valid operator' % op.name)
static func op_info(op, parser):
if parser.compiler.assert(Operator.is_op(op), '%s is not a valid operator' % op):
return
#determine associativity and operands
# each operand has
@ -960,8 +1013,8 @@ class Operator extends ParseNode:
TokenType.Xor:
return OperatorInfo.new(Associativity.Left, 2, 2)
_:
printerr('Unknown operator: %s' % op.name)
return null
parser.compiler.assert(false, 'Unknown operator: %s' % op.name)
return
static func is_op(type):
return type in op_types()

View file

@ -0,0 +1,67 @@
tool
extends Panel
var current_graph_node
onready var preview = get_node('../Preview')
func _ready():
hide()
connect('visibility_changed', self, '_on_visibility_changed')
$Tools/Left/Play.connect('pressed', self, '_on_play')
$Tools/Right/Close.connect('pressed', self, 'close')
func close():
hide()
preview.close()
func open_node(graph_node):
current_graph_node = graph_node
var text_edit = graph_node.get_node('TextEdit')
text_edit.get_parent().remove_child(text_edit)
$Content.add_child(text_edit)
toggle_text_edit(text_edit)
$Tools/Left/Title.disconnect('text_changed', self, '_on_title_changed')
$Tools/Left/Title.text = graph_node.node.title
$Tools/Left/Title.connect('text_changed', self, '_on_title_changed')
show()
func toggle_text_edit(text_edit):
text_edit.anchor_left = 0
text_edit.anchor_top = 0
text_edit.anchor_bottom = 1
text_edit.anchor_right = 1
text_edit.margin_left = 0
text_edit.margin_right = 0
text_edit.margin_bottom = 0
text_edit.margin_top = 0
text_edit.mouse_filter = MOUSE_FILTER_STOP if text_edit.get_parent().name == 'Content' else MOUSE_FILTER_IGNORE
text_edit.deselect()
for property in [
'highlight_current_line',
'show_line_numbers',
'draw_tabs',
'smooth_scrolling',
'wrap_enabled',
'minimap_draw'
]:
text_edit.set(property, not text_edit.get(property))
func _on_play():
preview.open_node(current_graph_node)
func _on_title_changed():
current_graph_node.node.title = $HBoxContainer/TextEdit.text
current_graph_node.compile()
func _on_visibility_changed():
if not visible:
var text_edit = $Content/TextEdit
$Content.remove_child(text_edit)
current_graph_node.add_child(text_edit)
toggle_text_edit(text_edit)

View file

@ -0,0 +1,48 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/Wol/editor/WolGraphNode.gd" type="Script" id=1]
[sub_resource type="StyleBoxFlat" id=1]
content_margin_left = 4.0
content_margin_right = 4.0
content_margin_top = 26.0
content_margin_bottom = 4.0
corner_radius_top_left = 4
corner_radius_top_right = 4
corner_radius_bottom_right = 4
corner_radius_bottom_left = 4
[node name="GraphNodeTemplate" type="GraphNode"]
margin_left = 500.0
margin_top = 1068.0
margin_right = 937.0
margin_bottom = 1459.0
mouse_filter = 1
custom_styles/frame = SubResource( 1 )
title = "Hello world"
offset = Vector2( 500, 500 )
resizable = true
slot/0/left_enabled = false
slot/0/left_type = 0
slot/0/left_color = Color( 1, 1, 1, 1 )
slot/0/right_enabled = false
slot/0/right_type = 0
slot/0/right_color = Color( 1, 1, 1, 1 )
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TextEdit" type="TextEdit" parent="."]
margin_left = 4.0
margin_top = 26.0
margin_right = 433.0
margin_bottom = 387.0
mouse_filter = 2
size_flags_horizontal = 3
size_flags_vertical = 3
syntax_highlighting = true
fold_gutter = true
context_menu_enabled = false
virtual_keyboard_enabled = false
wrap_enabled = true

View file

@ -0,0 +1,82 @@
extends Panel
var current_graph_node
onready var line_template = $Content/List/LineTemplate
onready var button_template = $Options/List/ButtonTemplate
onready var wol_editor = find_parent('WolEditor')
# TODO: Make sure all focus is lost when clicking this pane
# TODO: Add restart button
# TODO: Add next button
func _ready():
hide()
$Wol.connect('line', self, '_on_line')
$Wol.connect('options', self, '_on_options')
$Tools/Right/Close.connect('pressed', self, 'close')
func open_node(graph_node):
current_graph_node = graph_node
$Wol.stop()
for child in $Content/List.get_children():
if child != line_template and not 'Padding' in child.name:
$Content/List.remove_child(child)
child.queue_free()
for child in $Options/List.get_children():
if child != button_template:
$Options/List.remove_child(child)
child.queue_free()
$Wol.variable_storage = {}
$Wol.set_program(wol_editor.get_program())
$Wol.start(current_graph_node.node.title)
show()
func close():
hide()
current_graph_node = null
$Wol.stop()
func next():
$Wol.resume()
func _on_line(line):
var line_node = line_template.duplicate()
$Content/List.add_child(line_node)
$Content/List/PaddingBottom.raise()
# TODO: Add hash() based color from speaker
line_node.get_node('RichTextLabel').bbcode_text = line.text
line_node.show()
yield(get_tree(), 'idle_frame')
$Content.scroll_vertical = $Content/List.rect_size.y
func _on_options(options):
for option in options:
var button = button_template.duplicate()
$Options/List.add_child(button)
button.text = option.line.text
button.connect('pressed', self, '_on_option_pressed', [option])
button.show()
func _on_option_pressed(option):
$Wol.select_option(option.id)
for child in $Options/List.get_children():
if child != button_template:
$Options/List.remove_child(child)
child.queue_free()
func _input(event):
if visible \
and ( \
(event is InputEventMouseButton and event.doubleclick) \
or (event is InputEventKey and not event.pressed and event.scancode in [KEY_SPACE, KEY_ENTER]) \
):
next()

View file

@ -0,0 +1,183 @@
tool
extends Control
const Compiler = preload('res://addons/Wol/core/compiler/Compiler.gd')
onready var GraphNodeTemplate = $GraphNodeTemplate
var path
var refreshed = false
var selected_node
onready var original_delete_node_dialog = $DeleteNodeDialog.dialog_text
func _ready():
for menu_button in [$Menu/File]:
menu_button.get_popup().connect('index_pressed', self, '_on_menu_pressed', [menu_button.get_popup()])
$GraphEdit.connect('gui_input', self, '_on_graph_edit_input')
$GraphEdit.connect('node_selected', self, '_on_node_selected', [true])
$GraphEdit.connect('node_unselected', self, '_on_node_selected', [false])
$DeleteNodeDialog.connect('confirmed', self, 'delete_node')
# TODO: Conditionally load in theme based on Editor or standalone
path = 'res://dialogue.wol'
build_nodes()
func create_node(position = Vector2.ZERO):
print('creating node!')
var graph_node = GraphNodeTemplate.duplicate()
$GraphEdit.add_child(graph_node)
var node = {
'title': 'NewNode',
'body': 'Wol: Hello world',
'position': position
}
graph_node.connect('recompiled', self, '_on_graph_node_recompiled', [graph_node])
graph_node.connect('gui_input', self, '_on_graph_node_input', [graph_node])
graph_node.node = node
graph_node.show()
func delete_node(node = selected_node):
$GraphEdit.remove_child(node)
node.queue_free()
func build_nodes():
for node in Compiler.new(path).get_nodes():
var graph_node = GraphNodeTemplate.duplicate()
$GraphEdit.add_child(graph_node)
graph_node.connect('recompiled', self, '_on_graph_node_recompiled', [graph_node])
graph_node.connect('gui_input', self, '_on_graph_node_input', [graph_node])
graph_node.node = node
graph_node.show()
func get_program():
return Compiler.new(null, serialize_to_file(), true).compile()
func serialize_to_file():
var buffer = []
for graph_node in $GraphEdit.get_children():
if not graph_node is GraphNode:
continue
var node = graph_node.node
buffer.append('title: %s' % node.title)
buffer.append('tags: ')
buffer.append('colorID: ')
buffer.append('position: %d, %d' % [node.position.x, node.position.y])
buffer.append('---')
buffer.append(node.body)
buffer.append('===')
return PoolStringArray(buffer).join('\n')
func save_as(file_path = null):
if not file_path:
$FileDialog.mode = $FileDialog.MODE_SAVE_FILE
# TODO: Set up path based on context (Godot editor, standalone or web)
$FileDialog.popup_centered()
file_path = yield($FileDialog, 'file_selected')
if not file_path:
return
var file = File.new()
file.open(file_path, File.WRITE)
file.store_string(serialize_to_file())
file.close()
print('saved file!')
func open():
$FileDialog.mode = $FileDialog.MODE_OPEN_FILE
# TODO: Set up path based on context (Godot editor, standalone or web)
$FileDialog.popup_centered()
path = yield($FileDialog, 'file_selected')
if not path:
return
for node in $GraphEdit.get_children():
if node is GraphNode:
$GraphEdit.remove_child(node)
node.queue_free()
yield(get_tree(), 'idle_frame')
build_nodes()
func new():
# TODO: add dialog for maybe saving existing file
for node in $GraphEdit.get_children():
if node is GraphNode:
$GraphEdit.remove_child(node)
node.queue_free()
path = null
func _on_menu_pressed(index, node):
match(node.get_item_text(index)):
'New':
new()
'Save':
save_as(path)
'Save as...':
save_as()
'Open':
open()
# FIXME: Come up with better way of showing connections between nodes
func _on_graph_node_recompiled(_graph_node):
if refreshed: return
$GraphEdit.clear_connections()
for graph_node in $GraphEdit.get_children():
if not graph_node is GraphNode:
continue
var connections = graph_node.get_connections()
graph_node.set_slot_enabled_right(0, connections.size() != 0)
graph_node.set_slot_type_right(0, 1)
for connection in connections:
if not $GraphEdit.has_node(connection):
continue
var other_graph_node = $GraphEdit.get_node(connection)
other_graph_node.set_slot_enabled_left(0, true)
other_graph_node.set_slot_type_left(0, 1)
$GraphEdit.connect_node(graph_node.name, 0, connection, 0)
refreshed = true
yield(get_tree().create_timer(.3), 'timeout')
refreshed = false
func _on_graph_node_input(event, graph_node):
if event is InputEventMouseButton \
and event.doubleclick and event.button_index == BUTTON_LEFT:
$HBoxContainer/Editor.open_node(graph_node)
accept_event()
func _on_node_selected(node, selected):
if not selected:
selected_node = null
else:
selected_node = node
func _on_graph_edit_input(event):
if event is InputEventMouseButton \
and event.doubleclick and event.button_index == BUTTON_LEFT:
create_node(event.global_position + $GraphEdit.scroll_offset)
func _input(event):
if event is InputEventKey \
and not event.pressed and event.scancode == KEY_DELETE \
and selected_node \
and not $HBoxContainer/Editor.visible:
$DeleteNodeDialog.dialog_text = original_delete_node_dialog % selected_node.name
$DeleteNodeDialog.popup()

BIN
addons/Wol/editor/WolEditor.tscn (Stored with Git LFS) Normal file

Binary file not shown.

View file

@ -0,0 +1,91 @@
tool
extends GraphNode
signal recompiled
const Compiler = preload('res://addons/Wol/core/compiler/Compiler.gd')
const Constants = preload('res://addons/Wol/core/Constants.gd')
var node setget set_node
var error_lines = []
var compiler
var program
onready var text_edit = $TextEdit
# TODO: Add syntax highlighting
func _ready():
connect('offset_changed', self, '_on_offset_changed')
text_edit.connect('text_changed', self, '_on_text_changed')
$TextDebounce.connect('timeout', self, '_on_debounce')
func get_connections():
# NOTE: Program failed to compile
if not program:
return []
var program_node = program.nodes.values().front()
var connections = []
# FIXME: Don't rely on checking on 'Label\d'
var label_check = RegEx.new()
label_check.compile('^Label\\doption_\\d')
for instruction in program_node.instructions:
# NOTE: When next node is explicit
if instruction.operation == Constants.ByteCode.RunNode:
if instruction.operands.size() > 0 \
and instruction.operands.front().value != name:
connections.append(instruction.operands.front().value)
# NOTE: When next node is decided through options
if instruction.operation == Constants.ByteCode.AddOption:
if instruction.operands.size() == 2 \
and not label_check.search(instruction.operands[1].value) \
and instruction.operands[1].value != name:
connections.append(instruction.operands[1].value)
return connections
func _on_text_changed():
$TextDebounce.start()
func _on_debounce():
text_edit.get_node('ErrorGutter').hide()
node.body = text_edit.text
for line in error_lines:
text_edit.set_line_as_safe(line - 1, false)
compile()
func _on_offset_changed():
node.position = offset
func _on_error(message, line_number, _column):
var error_gutter = text_edit.get_node('ErrorGutter')
error_gutter.show()
error_gutter.text = message
error_lines.append(line_number)
text_edit.set_line_as_safe(line_number - 1, true)
func set_node(_node):
node = _node
title = node.title
name = node.title
text_edit.text = node.body
text_edit.clear_undo_history()
offset = node.position
compile()
func compile():
var text = 'title: %s\n---\n%s\n===' % [node.title, text_edit.text]
compiler = Compiler.new(null, text, true)
compiler.connect('error', self, '_on_error')
program = compiler.compile()
yield(get_tree(), 'idle_frame')
emit_signal('recompiled')

View file

@ -1,6 +1,10 @@
tool
extends EditorPlugin
const WolEditor = preload('res://addons/Wol/editor/WolEditor.tscn')
var wol_editor_instance
func _enter_tree():
add_custom_type(
'Wol',
@ -9,5 +13,44 @@ func _enter_tree():
load('res://addons/Wol/icon-white.svg')
)
wol_editor_instance = WolEditor.instance()
get_editor_interface().get_editor_viewport().add_child(wol_editor_instance)
make_visible(false)
call_deferred('move_button')
func move_button():
var buttons = get_editor_interface().get_base_control()
var path = [0, 0, 2]
for child_number in path:
if buttons.get_child_count() > child_number:
buttons = buttons.get_child(child_number)
if buttons.has_node('AssetLib'):
buttons.get_node('AssetLib').raise()
func make_visible(visible):
if wol_editor_instance:
wol_editor_instance.visible = visible
func _exit_tree():
remove_custom_type('Wol')
if wol_editor_instance:
wol_editor_instance.queue_free()
func has_main_screen():
return true
func get_plugin_name():
return 'Wol'
func get_plugin_icon():
# FIXME: Change this code so it doesn't show a warning on activation
var icon = ImageTexture.new()
var image = Image.new()
image.load('res://addons/Wol/icon-white.svg')
image.resize(34, 34)
icon.create_from_image(image)
return icon

View file

@ -1,39 +1,11 @@
title: Start
tags:
colorID: 0
position: 0, 0
---
<<a_custom_command>>
<<command_with multiple arguments>>
// remove "to" to trigger error
<<set $direction to 'that'>>
<<set $one to 1>>
// Implement inline expressions
<<if visit_count() == 1>>
Narrator: You, {$direction} way!
<<endif>>
Narrator: Do you know you've been here {visit_count()} times?
You: Did you know one + one equals {$one + $one}?
Narrator: You wanna go somewhere?
-> Go to the store
[[TheStore]]
// -> Wait, how many times have I been to the store?
// Narrator: You've been to the store {visit_count('TheStore')} times.
// [[Start]]
-> Lets stay here and talk
[[Talk]]
===
title: TheStore
tags:
colorID: 0
position: 0, 200
colorID:
position: 400, 200
---
Guy: Hey what's up I need your help can you come here?
You: Well I can't I'm buying clothes.
All right well hurry up and come over here.
Guy: All right well hurry up and come over here.
You: I can't find them.
Guy: What do you mean you can't find them?
You: I can't find them there's only soup.
@ -56,10 +28,38 @@ Guy: WHY ARE YOU BUYING CLOTHES AT THE SOUP STORE?!
You: FUCK YOU!
[[Go home|Start]]
===
title: Start
tags:
colorID:
position: 0, 0
---
<<a_custom_command>>
<<command_with multiple arguments>>
// remove "to" to trigger error
<<set $direction to "that">>
<<set $one to 1>>
// Implement inline expressions
<<if visit_count() == 1>>
Narrator: You, {$direction} way!
<<endif>>
Narrator: Do you know you've been here {visit_count()} times?
You: Did you know one + one equals {$one + $one}?
Narrator: You wanna go somewhere?
-> Go to the store
[[TheStore]]
-> How much did I visit the store?
Narrator: You've been to the store { visit_count("TheStore") } times.
[[Start]]
-> Lets stay here and talk
[[Talk]]
===
title: Talk
tags:
colorID: 0
position: 0, 400
colorID:
position: 800, 400
---
Narrator: So how are you really?
You: I'm good!

View file

@ -11,7 +11,7 @@ config_version=4
[application]
config/name="Wol"
run/main_scene="res://Dialogue.tscn"
run/main_scene="res://TestScene.tscn"
config/icon="res://icon.png"
[debug]
@ -24,6 +24,11 @@ gdscript/warnings/return_value_discarded=false
enabled=PoolStringArray( "res://addons/Wol/plugin.cfg" )
[network]
limits/debugger_stdout/max_chars_per_second=8096
limits/debugger_stdout/max_messages_per_frame=200
[physics]
common/enable_pause_aware_picking=true