Loeveth shading

This commit is contained in:
Maurane
2026-01-27 17:05:44 +01:00
parent b7086caa11
commit b52956023f
25 changed files with 257 additions and 34 deletions
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initial_emotion="neutral"
@@ -0,0 +1 @@
initial_emotion="neutral"
+5 -1
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@@ -5,7 +5,11 @@ set Patient.dialog_tree = Patient.build_dialog_tree([])
do Globals.character_label_color_change.emit(Color(0,0.8,1,1)) do Globals.character_label_color_change.emit(Color(0,0.8,1,1))
Prime Supervisor: FIRST DIALOGUE - WORK IN PROGRESS Prime Supervisor Loeveth: [#neutral] Greetings, employee. I am to oversee your work here in this facility.
Prime Supervisor Loeveth: [#angry] I am angry
Prime Supervisor Loeveth: [#irritated] I am irritated
Prime Supervisor Loeveth: [#smiling] I am smiling
=> END => END
+3 -3
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@@ -253,7 +253,7 @@ func update_slots():
#Starts a balloon dialogue #Starts a balloon dialogue
func start_balloon(balloon_type:String, dialogue_resource: Resource, start_title: String): func start_balloon(balloon_type:String, patient_type:String, dialogue_resource: Resource, start_title: String):
#Clearing previous balloon #Clearing previous balloon
clear_balloon() clear_balloon()
@@ -264,8 +264,8 @@ func start_balloon(balloon_type:String, dialogue_resource: Resource, start_title
get_tree().current_scene.add_child(balloon) get_tree().current_scene.add_child(balloon)
#Connects emotion signals if needed #Connects emotion signals if needed
match balloon_type: match patient_type:
"screening": "patient":
DialogueManager.got_dialogue.connect($ScreeningDesk.patient._change_emotion) DialogueManager.got_dialogue.connect($ScreeningDesk.patient._change_emotion)
DialogueManager.got_dialogue.connect($ScreeningDesk._recording_text) DialogueManager.got_dialogue.connect($ScreeningDesk._recording_text)
"supervisor": "supervisor":
+1 -1
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@@ -13,4 +13,4 @@ func _change_emotion(dialogue_line) -> void:
if line_tag.is_empty() == false: if line_tag.is_empty() == false:
var new_emotion = line_tag[0] var new_emotion = line_tag[0]
texture = Patient.emotions[String(new_emotion)] texture = Patient.emotions[String(new_emotion)]
print("Emotion changed to ", new_emotion) print("Patient emotion changed to ", new_emotion)
+29 -20
View File
@@ -27,6 +27,9 @@ var symptoms_arrays: Array[Array] = [
#Lists of possible patients sorted by floor #Lists of possible patients sorted by floor
var patient_list : Array[Array] var patient_list : Array[Array]
#Supervisor file path
var supervisor_name = "loeveth"
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready() -> void: func _ready() -> void:
@@ -78,26 +81,8 @@ func new_patient():
file_text = "NAME: " + patient_name + "\nAGE: " + age + "\n\nPROFESSION: " + profession + "\n\nPRE-SCREENING PSYCHIATRIC ASSESSMENT:\n\n" + "[color=orange_red]" + psychiatric_assessment + "[/color]" file_text = "NAME: " + patient_name + "\nAGE: " + age + "\n\nPROFESSION: " + profession + "\n\nPRE-SCREENING PSYCHIATRIC ASSESSMENT:\n\n" + "[color=orange_red]" + psychiatric_assessment + "[/color]"
file_title = "[center]PATIENT FILE #" + patient_id file_title = "[center]PATIENT FILE #" + patient_id
#Loading Patient Initial Face file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_"
var initial_emotion = config.get_value("", "initial_emotion") load_emotions(config, file_path)
file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + initial_emotion + ".png"
image = load(file_path)
#Loading Face Emotions
var face: Resource
var emotion_branch: Dictionary
var emotion_list = ["neutral", "peaceful", "praying", "puzzled",
"sadsmiling", "crazysmiling", "smiling", "laughing", "happy", "elated", "maniac", "irritated", "angry",
"sad", "depressed", "crying", "surprised", "worried", "scared", "shocked", "panicked", "suspicious",
"abnormal", "abnormal1", "abnormal2", "special"]
emotions.clear() #Clearing previous patient emotions
for emotion in emotion_list:
file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + emotion + ".png"
face = load(file_path)
if face != null:
emotion_branch = {emotion: face}
emotions.merge(emotion_branch)
#Loading Dialogue Resource #Loading Dialogue Resource
file_path = "res://Dialogues/Patients/patient_" + patient_id + ".dialogue" file_path = "res://Dialogues/Patients/patient_" + patient_id + ".dialogue"
@@ -115,6 +100,30 @@ func new_patient():
abnormal = true abnormal = true
func load_emotions(config, patient_path):
#Loading Patient Initial Face
var initial_emotion = config.get_value("", "initial_emotion")
var file_path = patient_path + initial_emotion + ".png"
image = load(file_path)
#Loading Face Emotions
var face: Resource
var emotion_branch: Dictionary
var emotion_list = ["neutral", "peaceful", "praying", "puzzled",
"sadsmiling", "crazysmiling", "smiling", "laughing", "happy", "elated", "maniac", "irritated", "angry",
"sad", "depressed", "crying", "surprised", "worried", "scared", "shocked", "panicked", "suspicious",
"abnormal", "abnormal1", "abnormal2", "special"]
emotions.clear() #Clearing previous patient emotions
for emotion in emotion_list:
file_path = patient_path + emotion + ".png"
face = load(file_path)
if face != null:
emotion_branch = {emotion: face}
emotions.merge(emotion_branch)
#Sorts the patients to determine who can appear on what floor depending on the symptoms unlocked #Sorts the patients to determine who can appear on what floor depending on the symptoms unlocked
func sort_patients(): func sort_patients():
+2 -3
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@@ -133,7 +133,7 @@ func _on_call_next_patient_pressed(): #Brings in next patient and sets up the de
#Starting Dialogue and hiding console screen #Starting Dialogue and hiding console screen
computer_screen.hide() computer_screen.hide()
console_screen.hide() console_screen.hide()
main.start_balloon("screening", Patient.dialogue_resource, "start") main.start_balloon("screening", "patient", Patient.dialogue_resource, "start")
#Showing Computer Tabs and showing Patient File by default #Showing Computer Tabs and showing Patient File by default
for node in [tab_patient_file, tab_rules, tab_recording]: for node in [tab_patient_file, tab_rules, tab_recording]:
@@ -232,13 +232,12 @@ func decision_made(choice: String):
red_button.set_mouse_filter(Control.MOUSE_FILTER_IGNORE) red_button.set_mouse_filter(Control.MOUSE_FILTER_IGNORE)
#Final Patient Dialogue #Final Patient Dialogue
main.start_balloon("screening", Patient.dialogue_resource, choice) main.start_balloon("screening", "patient", Patient.dialogue_resource, choice)
func _on_journal_pressed(): #Shows the journal func _on_journal_pressed(): #Shows the journal
journal_layer.show() journal_layer.show()
func _on_close_manual_pressed(): #Hides the journal func _on_close_manual_pressed(): #Hides the journal
journal_layer.hide() journal_layer.hide()
+1 -1
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@@ -1,7 +1,7 @@
[gd_scene load_steps=44 format=3 uid="uid://chytk2cctjk3x"] [gd_scene load_steps=44 format=3 uid="uid://chytk2cctjk3x"]
[ext_resource type="Script" uid="uid://b3ms0imu0umn8" path="res://screening_desk.gd" id="1_1s7k3"] [ext_resource type="Script" uid="uid://b3ms0imu0umn8" path="res://screening_desk.gd" id="1_1s7k3"]
[ext_resource type="Texture2D" uid="uid://5f5bsergnjtv" path="res://Art/Patients/prime_supervisor/prime_supervisor_hologram.png" id="3_fev1v"] [ext_resource type="Texture2D" path="res://Art/Patients/prime_supervisor/prime_supervisor_hologram.png" id="3_fev1v"]
[ext_resource type="Texture2D" uid="uid://b2epvjeqvmgrs" path="res://Art/Rooms/screening_room/screening_room_glass.png" id="3_nxnrp"] [ext_resource type="Texture2D" uid="uid://b2epvjeqvmgrs" path="res://Art/Rooms/screening_room/screening_room_glass.png" id="3_nxnrp"]
[ext_resource type="Script" uid="uid://vjvnh47s4akq" path="res://patient.gd" id="4_43vqp"] [ext_resource type="Script" uid="uid://vjvnh47s4akq" path="res://patient.gd" id="4_43vqp"]
[ext_resource type="Texture2D" uid="uid://by34irl73n8pb" path="res://Art/Rooms/screening_room/backroom.png" id="4_fij8w"] [ext_resource type="Texture2D" uid="uid://by34irl73n8pb" path="res://Art/Rooms/screening_room/backroom.png" id="4_fij8w"]
+11 -2
View File
@@ -62,13 +62,22 @@ func set_progress(value: float):
#Supervisor dialogue, mainly between floors #Supervisor dialogue, mainly between floors
func dialogue(dialogue_resource, dialogue_start): func dialogue(dialogue_resource, dialogue_start):
#Loading supervisor data
var config := ConfigFile.new()
var file_path = "res://Dialogues/Patients/prime_supervisor_" + Patient.supervisor_name + "_file.cfg"
config.load(file_path)
file_path = "res://Art/Patients/prime_supervisor_" + Patient.supervisor_name + "/prime_supervisor_"
Patient.load_emotions(config, file_path)
#Showing the supervisor #Showing the supervisor
texture = Patient.image
show() show()
reveal_spray() reveal_spray()
await reveal_done await reveal_done
#Dialogue #Dialogue
Globals.start_balloon.emit("screening", dialogue_resource, dialogue_start) Globals.start_balloon.emit("screening", "supervisor", dialogue_resource, dialogue_start)
await DialogueManager.dialogue_ended await DialogueManager.dialogue_ended
#Hiding the supervisor #Hiding the supervisor
@@ -87,4 +96,4 @@ func _change_emotion(dialogue_line) -> void:
if line_tag.is_empty() == false: if line_tag.is_empty() == false:
var new_emotion = line_tag[0] var new_emotion = line_tag[0]
texture = Patient.emotions[String(new_emotion)] texture = Patient.emotions[String(new_emotion)]
print("Emotion changed to ", new_emotion) print("Supervisor emotion changed to ", new_emotion)