Add cross timeline interaction gym

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func _ready() -> void:
$SpineSprite.animation_completed.connect(_on_animation_completed)
# Just a signal connection example
func _on_animation_completed(spine_sprite: Object, animation_state: SpineAnimationState, track_entry: SpineTrackEntry) -> void:
print(track_entry)
pass

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# Cross-Timeline Interactions Gym
## Overview
Dialogic 2 provides **seven distinct mechanisms** for multiple timelines to interact
with each other. This gym catalogs and demonstrates every mechanism, so you can choose
the right one for your narrative structure.
---
## The Seven Mechanisms
| # | Mechanism | Timeline Syntax | GDScript Required? | Preserves Jump Stack? |
|---|-----------|-----------------|-------------------|----------------------|
| 1 | **Jump to another timeline** | `jump TimelineName/Label` | No | Yes (push) |
| 2 | **Jump + Return (subroutine)** | `jump` → … → `return` | No | Yes (push/pop) |
| 3 | **Choice → different timeline** | `- Option``jump TimelineB/` | No | Depends |
| 4 | **Condition → different timeline** | `if {var}:``jump TimelineB/` | No | Depends |
| 5 | **Variable set → condition in next timeline** | `set {x} = 1``if {x}:` in other timeline | No (but needs trigger) | N/A |
| 6 | **Signal event → code → `start_timeline()`** | `[signal arg=...]` | **Yes** | No (manual) |
| 7 | **`do` Call event → autoload method → `start_timeline()`** | `do MyAutoload.method()` | **Yes** | No (manual) |
| 8 | **GDScript `timeline_ended` signal → chain** | None | **Yes** (external) | N/A |
| 9 | **Text input → variable → subsequent timeline** | `[text_input ...]``if {name}:` | No | N/A |
| 10 | **Dynamic label jump (`jump {variable}`)** | `jump {day_phase}` | No | Yes |
---
## Mechanism 1: Direct Jump Between Timelines
The simplest form of cross-timeline interaction. A `jump` event in one timeline immediately
transitions to another timeline (at a specific label or the beginning).
### Timeline Text
```
# timeline_a.dtl
join Miko center
Miko (neutral): I need to go somewhere else now.
jump timeline_b/arrival_label
# timeline_b.dtl
label arrival_label
join Advisor left
Advisor (pl5): Welcome! You came from timeline_a.
```
### What Happens
- The current timeline + event index is **pushed** onto the jump stack
- Dialogic loads `timeline_b` and starts at `arrival_label` (or the beginning if no label)
- `Dialogic.Jump.switched_timeline` and `Dialogic.Jump.jumped_to_label` signals fire
- The old timeline is NOT destroyed — it lives on the jump stack
### Key Property
**Jump to label in another timeline:** `jump TimelineName/LabelIdentifier`
**Jump to beginning of another timeline:** `jump TimelineName/`
---
## Mechanism 2: Jump + Return (Subroutine Pattern)
A timeline acts as a reusable "subroutine" — it does some work (sets variables, plays a scene,
shows a choice), then `return` sends execution back to where the jump occurred.
### Timeline Text
```
# main_story.dtl
join Miko center
Miko (joy): Let's check our inventory first.
jump inventory_check/ # Push current position onto stack
Miko (smile): Back from inventory. Let's continue.
# inventory_check.dtl
Advisor (pl5): Opening inventory...
set {coins} += 50
Advisor (pl5): You found 50 coins!
return # Pop stack → resume main_story right after the jump
```
### Stack Behavior
```
main_story stack: []
jump inventory stack: [(main_story, idx_2)]
── inventory_check runs ──
return stack: [] (popped)
resumes at main_story idx_3
```
### Key Property
- If the stack is **empty** when `return` fires, the timeline ends
- You can jump to one sub-timeline which jumps to another, creating a deep call stack
- This is ideal for: inventory screens, crafting menus, mini-dialogues, flashbacks
---
## Mechanism 3: Choice → Different Timeline
A dialogue choice doesn't just set a variable — it directly `jump`s to an entirely different
timeline for each option.
### Timeline Text
```
# crossroad.dtl (hub)
join Miko center
Advisor (doubt): Where should we go, Miko?
- The village market
Miko (joy): Let's go shopping!
jump market_scene/start
- The dark forest
Miko (shock): Into the woods...
jump forest_scene/start
- Stay here and rest
Miko (smile): Good idea. Let's camp.
jump camp_scene/start
```
### What Happens
- Player chooses "The village market"
- Events inside that branch execute (text, variables, signals)
- The `jump marketplace_scene/start` fires
- Execution moves to `market_scene.dtl` at the `start` label
### Key Property
Each choice branch can have **multiple events** before the jump — set variables,
show reactions, play sounds — making it a full pre-transition sequence.
---
## Mechanism 4: Condition → Different Timeline
Instead of a player choice, automatic branching based on variable values can route
to different timelines.
### Timeline Text
```
# auto_router.dtl
if {coins} >= 100:
Miko (joy): I'm rich! Let's go to the VIP area.
jump vip_timeline/
elif {reputation} <= -10:
Miko (anger): They hate me here. I should leave town.
jump exile_timeline/
else:
Miko (neutral): Just an ordinary day.
jump normal_day/
```
### What Happens
- Variables `coins` and `reputation` were set by **previous timelines**
- When `auto_router` starts, Dialogic evaluates each condition
- The matching branch executes and jumps to the appropriate timeline
- If no condition matches, `else` runs (or nothing happens if no `else`)
---
## Mechanism 5: Variable Set in One Timeline, Checked in Another
The most loosely-coupled pattern. Timeline A sets a variable. Later, Timeline B
checks it with a `Condition` event. They don't jump to each other directly but
something external (code, another timeline, signal) starts Timeline B.
### Timeline Text
```
# quest_start.dtl
Miko (surprise): A dragon?! I accept the quest!
set {dragon_quest_accepted} = true
set {quest_difficulty} = "hard"
[end_timeline]
# town_square.dtl (started later by code)
if {dragon_quest_accepted}:
Merchant (happy): Heard you're hunting a dragon. Need supplies?
set {coins} -= 50
Merchant (happy): Here's a fireproof shield!
else:
Merchant (neutral): Just browsing today?
```
### Key Property
- Zero timeline coupling — `town_square.dtl` doesn't know or care **which** timeline
set `{dragon_quest_accepted}`
- Variables act as a shared "world state" between all timelines
- Variable changes persist across jumps, returns, and `start_timeline()` calls
- To reset: `Dialogic.VAR.reset()` or explicitly `set {quest_accepted} = false`
---
## Mechanism 6: Signal Event → GDScript → `start_timeline()`
Timeline A emits a signal. GDScript code listens for it and starts Timeline B.
This is the most flexible pattern — the code can do anything before starting the next
timeline (load resources, change scenes, animate the world, etc.).
### Timeline Text
```
# scene_cutscene.dtl
join Raptor (walk) center
Raptor (walk): Watch this transformation!
[signal arg=start_transformation]
[wait time="2.0"]
Raptor (roar): ROAR!
[end_timeline]
```
### GDScript
```gdscript
# cross_timeline_gym.gd
extends Node2D
func _ready():
Dialogic.signal_event.connect(_on_dialogic_signal)
func _on_dialogic_signal(argument: String):
if argument == "start_transformation":
# Do anything here: animate the world, change scenes, play music
await get_tree().create_timer(0.5).timeout
Dialogic.start_timeline("transformation_sequence")
```
### Signal Data Options
- **String signal:** `[signal arg="activate_portal"]`
- **Dictionary signal:** `[signal arg_type="Dictionary" arg={"target": "forest", "time": "night"}]`
### Key Property
The signal event does **not** end the current timeline — both timelines can run if you don't
stop the first one. Use `Dialogic.end_timeline()` to explicitly end before starting a new one.
---
## Mechanism 7: `do` Call Event → Autoload Method
Similar to signal but with **typed arguments** and **method return values**.
The timeline calls a method on any autoload singleton, which can start new timelines.
### Timeline Text
```
# trigger.dtl
Miko (neutral): Let me check something...
do GameManager.start_side_quest("forest_rescue", "hard")
```
### Autoload (GameManager.gd)
```gdscript
extends Node
func start_side_quest(quest_name: String, difficulty: String):
print("Starting quest: ", quest_name, " at ", difficulty)
Dialogic.start_timeline(quest_name)
```
### Key Difference from Signal
- `do` calls a **specific method** with typed arguments (int, string, bool, array, expression)
- `[signal]` emits a signal with a single untyped argument (string or dictionary)
- `do` is better for well-defined APIs; `[signal]` is better for loose coupling
---
## Mechanism 8: GDScript `timeline_ended` Chaining
Completely external to the timeline itself. Code listens for when Timeline A finishes,
then immediately starts Timeline B.
### GDScript
```gdscript
extends Node2D
@export var timeline_sequence: Array[DialogicTimeline] = []
var current_timeline_index := 0
func _ready():
Dialogic.timeline_ended.connect(_on_timeline_ended)
Dialogic.start(timeline_sequence[0])
func _on_timeline_ended():
current_timeline_index += 1
if current_timeline_index < timeline_sequence.size():
await get_tree().create_timer(1.0).timeout # optional pause
Dialogic.start(timeline_sequence[current_timeline_index])
```
### Key Property
- The timelines themselves don't know about each other
- You can insert any logic between timelines (fades, scene loads, world changes)
- Order is determined by the exported array, editable in the Godot inspector
---
## Mechanism 9: Text Input → Variable → Next Timeline
The player types text that gets stored in a variable. A subsequent timeline
(or condition block) uses that variable to route or personalize the dialog.
### Timeline Text
```
# name_entry.dtl
Miko (smile): Welcome, traveler!
Advisor (pl5): Before we begin... what should I call you?
[text_input text="Your name?" var="player_name" placeholder="Enter name..." default="Hero" allow_empty="false"]
Miko (joy): Nice to meet you, {player_name}!
jump personalized_greeting/
# personalized_greeting.dtl
if {player_name} == "Miko":
Miko (surprise): Hey, that's MY name!
elif {player_name} == "Dragon":
Miko (shock): Um... should I be worried?
else:
Miko (smile): {player_name}, what a wonderful name!
```
---
## Mechanism 10: Dynamic Label Jump (`jump {variable}`)
Use a variable's value as the jump target. This is powerful for state-machine-like
narrative flow.
### Timeline Text
```
# daily_cycle.dtl
# day_phase is set elsewhere: "morning", "afternoon", "evening", "night"
jump {day_phase}
label morning
Miko (joy): Good morning! The sun is rising.
jump end_of_day
label afternoon
Miko (neutral): It's a warm afternoon.
jump end_of_day
label evening
Miko (shock): The sun is setting. We should hurry!
jump end_of_day
label night
Miko (doubt): It's dark... be careful out there.
jump end_of_day
label end_of_day
[end_timeline]
```
### Key Property
- The variable must resolve to a label identifier that exists in the current timeline
- Can also reference timeline: `jump {target_timeline}/{target_label}`
---
## Combining Patterns: A Practical Example
Real games combine multiple mechanisms. Here's a complex example:
```
# hub_world.dtl (entry point)
label hub
Miko (neutral): What should I do?
- Visit the shop → jump shop_dialogue/
- Check quest board → jump quest_board/
- Talk to NPCs → if {met_elder}: jump elder_chat/
else: jump elder_intro/
- Save and quit → [save slot="auto"]
[end_timeline]
```
```
# quest_board.dtl
label start
set {viewed_board} = true
QuestGiver (happy): Here are today's quests!
- Hunt 5 wolves (reward: 50g)
set {active_quest} = "wolf_hunt"
[signal arg=quest_accepted]
return # ← back to hub
- Gather 10 herbs (reward: 30g)
set {active_quest} = "herb_gathering"
[signal arg=quest_accepted]
return
- Maybe later
return
```
The `[signal arg=quest_accepted]` is caught by GDScript which updates the world
(spawns wolves, shows quest marker) and then call `jump hub_world/hub` to return the
player to the hub.
---
## Decision Guide: Which Mechanism to Use?
| Use case | Best mechanism |
|----------|---------------|
| Narrative branches that diverge forever | **Jump to another timeline** (1) |
| Reusable mini-scenes (inventory, crafting, shop) | **Jump + Return** (2) |
| Player choice determines next scene | **Choice → Jump to timeline** (3) |
| Automatic scene routing based on game state | **Condition → Jump** (4) or **Dynamic label jump** (10) |
| World state affects dialog in another scene | **Variable set in one, checked in another** (5) |
| Cutscene triggers world/engine changes | **Signal → GDScript** (6) or **do Call** (7) |
| Linear sequence of cutscenes | **`timeline_ended` chaining** (8) |
| Player-customized content | **Text input → variable** (9) |
| Time-of-day / game phase routing | **Dynamic label jump** (10) |
---
## Project Files in This Gym
| File | Purpose |
|------|---------|
| `gym_main.dtl` | Hub timeline — presents a menu of all patterns to explore |
| `gym_pattern1_jump.dtl` | Mechanism 1: Simple cross-timeline jump |
| `gym_pattern1_target.dtl` | Target timeline for pattern 1 |
| `gym_pattern2_subroutine.dtl` | Mechanism 2: Jump → work → return |
| `gym_pattern2_caller.dtl` | Calls the subroutine |
| `gym_pattern3_variable_chain_A.dtl` | Mechanism 5: Sets a variable |
| `gym_pattern3_variable_chain_B.dtl` | Mechanism 5: Checks the variable |
| `gym_pattern4_signal_chain.dtl` | Mechanism 6: Emits a signal |
| `gym_pattern4_signal_target.dtl` | Mechanism 6: Started by signal handler |
| `gym_pattern5_choice_jump.dtl` | Mechanism 3: Choice routes to different timelines |
| `gym_pattern6_condition_router.dtl` | Mechanism 4: Variable conditions route timelines |
| `gym_pattern7_text_input.dtl` | Mechanism 9: Player input drives next timeline |
| `gym_pattern8_dynamic_label.dtl` | Mechanism 10: Variable-driven label jump |
| `gym_pattern8_morning.dtl` | Day phase: morning |
| `gym_pattern8_night.dtl` | Day phase: night |
| `gym_controller.gd` | GDScript controller with signal handlers |
---
## Setup Instructions
### 1. Create the scene in Godot editor
The `.dtl` and `.gd` files are already in place. You just need to create the scene:
1. Open the Godot editor for this project
2. Create a new scene: **Scene → New Scene**
3. Set the root node to **Node2D** and name it `CrossTimelineGym`
4. Attach the script: click the script icon, choose `res://docs/gyms/cross-timeline-interactions/gym_controller.gd`
5. In the Inspector, assign `start_timeline` to `res://docs/gyms/cross-timeline-interactions/gym_main.dtl`
6. Save as `res://docs/gyms/cross-timeline-interactions/gym_controller.tscn`
### 2. Verify project settings
The `project.godot` file has already been updated with:
- All 14 gym timelines registered in `directories/dtl_directory`
- New variables: `Gym.demo_flag`, `Gym.sub_value`, `Gym.player_name`, `Gym.time_of_day`, `Museum.coins`, `Museum.met_merchant`, `Museum.player_has_key`
### 3. Run the scene
Press **F6** (Run Current Scene) with `gym_controller.tscn` open to start the gym.
### Running individual patterns
To test a specific pattern without the hub, call from any GDScript:
```gdscript
Dialogic.start("gym_pattern1_jump") # Direct jump demo
Dialogic.start("gym_pattern2_caller", "start") # Subroutine demo
Dialogic.start("gym_pattern5_choice_jump", "start") # Choice routing demo
Dialogic.start("gym_pattern8_dynamic_label", "start") # Dynamic label demo
```
---
## Limitations & Caveats
1. **Only one timeline runs at a time.** You cannot have two parallel timelines executing simultaneously. Dialogic is single-timeline.
2. **Timeline references must be preregistered.** The target timeline must have its `.dtl` file listed in `project.godot``dialogic/directories/dtl_directory` before `jump TimelineName/` will work.
3. **Jump stack is hidden state.** If you `jump` without `return`, the stack grows without bound. Use `Dialogic.Jump.is_jump_stack_empty()` to check.
4. **`start_timeline()` bypasses the jump stack.** Unlike `jump`, calling `Dialogic.start_timeline()` replaces the current timeline without pushing to the stack. Use `jump` in timelines, `start_timeline()` in code.
5. **`Dialogic.start()` vs `Dialogic.start_timeline()`.** The former also loads a layout scene (use for the first dialog in a scene). The latter only starts the timeline (use when a layout is already active).

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# ============================================================
# Cross-Timeline Interactions Gym — Controller
# ============================================================
# This script demonstrates GDScript-driven cross-timeline
# interactions: signal handling, timeline chaining, and
# dynamic timeline starting.
# ============================================================
extends Node2D
@export var start_timeline: DialogicTimeline
func _ready() -> void:
# Connect to Dialogic's signal_event to react to [signal arg=...]
Dialogic.signal_event.connect(_on_dialogic_signal)
# Connect to timeline_ended for chaining patterns
Dialogic.timeline_ended.connect(_on_timeline_ended)
# Connect to variable changes to watch for demo variables
Dialogic.VAR.variable_changed.connect(_on_variable_changed)
# Start the hub timeline
Dialogic.start(start_timeline)
print("[Gym Controller] Ready. Listening for signals and timeline events.")
#region SIGNAL HANDLING (Pattern 4)
# Called whenever a [signal arg=...] event fires in any timeline
func _on_dialogic_signal(argument: Variant) -> void:
print("[Gym Controller] Signal received: ", argument)
if argument is String and argument == "demo_chain":
# Pattern 4: Signal → GDScript → New Timeline
# The signal timeline continues running, but we start a new one here.
# In a real game, you might call end_timeline() first:
# Dialogic.end_timeline()
# For this demo, we let gym_pattern4_signal_chain finish naturally
# and then start the target timeline when timeline_ended fires.
print("[Gym Controller] 'demo_chain' signal detected. Will start target timeline after current one ends.")
# We store the intent and act on timeline_ended
_pending_signal_target = "gym_pattern4_signal_target"
elif argument is String and argument == "start_from_code":
# Example: start a specific timeline on demand
print("[Gym Controller] Starting timeline from code signal.")
Dialogic.end_timeline()
Dialogic.start_timeline("gym_pattern4_signal_target")
#endregion
#region TIMELINE CHAINING (Pattern 8 extension)
var _pending_signal_target: String = ""
func _on_timeline_ended() -> void:
print("[Gym Controller] Timeline ended.")
# Pattern 4: If we had a pending signal target, start it now
if not _pending_signal_target.is_empty():
var target := _pending_signal_target
_pending_signal_target = ""
print("[Gym Controller] Starting pending target timeline: ", target)
# Small delay so the player can see the transition
await get_tree().create_timer(0.5).timeout
Dialogic.start_timeline(target)
#endregion
#region VARIABLE WATCHING (for debugging/demo)
func _on_variable_changed(info: Dictionary) -> void:
# Only log our demo variables to avoid noise
var demo_vars := ["Gym.demo_flag", "Gym.sub_value", "Gym.player_name",
"Gym.time_of_day", "Museum.coins", "Museum.met_merchant", "Museum.player_has_key"]
if info.variable in demo_vars:
print("[Gym Controller] Variable changed: ", info.variable, " = ", info.new_value)
#endregion
#region UTILITY: Start a specific pattern from code
# You can call these from the Godot editor's remote scene tree
# or from other autoloads using: GymController.start_pattern_1()
func start_pattern_1() -> void:
Dialogic.end_timeline()
Dialogic.start_timeline("gym_pattern1_jump")
func start_pattern_2() -> void:
Dialogic.end_timeline()
Dialogic.start_timeline("gym_pattern2_caller", "start")
func start_pattern_5() -> void:
Dialogic.end_timeline()
Dialogic.start_timeline("gym_pattern5_choice_jump", "start")
func return_to_hub() -> void:
Dialogic.end_timeline()
Dialogic.start_timeline("gym_main", "menu")
#endregion

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# ============================================================
# Cross-Timeline Interactions Gym — Hub
# ============================================================
# Starting point for exploring all cross-timeline patterns.
# Pick a pattern to see it in action, then return here.
# ============================================================
join Miko center
join Advisor right
Advisor (pl5): Welcome to the Cross-Timeline Interactions Gym!
Miko (joy): Here you can explore all the ways Dialogic timelines\
can talk to each other.
label menu
Miko (neutral): Which pattern would you like to explore?
- 1. Jump to another timeline
Miko (smile): Simple! Let's see a direct jump in action.
jump gym_pattern1_jump/
- 2. Jump + Return (subroutine)
Miko (joy): Like calling a function, but with dialog!
jump gym_pattern2_caller/start
- 3. Variable chain (set in A, check in B)
Miko (neutral): Let's set some variables and see them carry over.
set {Gym.demo_flag} = false
jump gym_pattern3_variable_chain_A/start
- 4. Signal → GDScript → Timeline
Miko (smile): Code listens for a signal and starts the next timeline.
[wait time="0.5"]
jump gym_pattern4_signal_chain/start
- 5. Choice routes to different timelines
Miko (joy): Each choice jumps to a completely different scene!
jump gym_pattern5_choice_jump/start
- 6. Condition-based routing
Miko (doubt): Variables decide which timeline runs, not the player.
jump gym_pattern6_condition_router/start
- 7. Player text input drives the next timeline
Miko (smile): Type your name and see what happens!
jump gym_pattern7_text_input/start
- 8. Dynamic label jump with variables
Miko (joy): The variable itself is the jump target!
jump gym_pattern8_dynamic_label/start
- I've seen enough. Goodbye!
Miko (smile): Thanks for exploring! Come back anytime.
Advisor (pl5): Until next time.
[end_timeline]

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# ============================================================
# Pattern 1: Direct Jump to Another Timeline
# ============================================================
# This timeline demonstrates the simplest cross-timeline
# interaction: jumping directly to a different timeline.
# ============================================================
join Miko center
Miko (neutral): I'm in gym_pattern1_jump.dtl right now.
[wait time="1.0"]
Miko (joy): Watch this — I'm jumping to another timeline!
# This jumps to gym_pattern1_target.dtl at the "arrival" label
jump gym_pattern1_target/arrival
# This line is never reached unless someone returns here
Miko (surprise): How did I get back here? Nobody called return!

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# ============================================================
# Pattern 1 Target: Arrival Timeline
# ============================================================
# This is the timeline we jumped TO from gym_pattern1_jump.dtl.
# It demonstrates that we can land at a specific label.
# ============================================================
label arrival
join Advisor right
Advisor (pl5): Welcome to gym_pattern1_target.dtl!
Advisor (pl5): You jumped here from gym_p_jump.dtl.
Advisor (doubt): Notice we landed at the attern1"arrival" label — not the beginning.
Miko (surprise): That's right! I specified `jump gym_pattern1_target/arrival`.
[wait time="1.0"]
Advisor (pl5): The jump stack has your previous timeline saved.
Advisor (pl5): If this timeline ends naturally, there's nothing to return to.
Miko (smile): Let's go back to the main hub now.
Miko (joy): But first, did you notice the jump syntax?
# Tutorial note
Advisor (pl5): The syntax is `jump TimelineName/LabelName`
Advisor (doubt): To jump to the beginning, use `jump TimelineName/`
[wait time="1.5"]
Miko (neutral): Ready to go back?
jump gym_main/menu

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# ============================================================
# Pattern 2: Jump + Return (Subroutine Pattern)
# ============================================================
# This timeline CALLS a sub-timeline (gym_pattern2_subroutine.dtl)
# which does some work, then RETURNS control back here.
# ============================================================
label start
join Miko center
join Advisor right
Miko (neutral): I'm in the caller timeline.
Advisor (pl5): Let me check something in the subroutine...
# Save current position and jump to the subroutine
jump gym_pattern2_subroutine/start
# Execution resumes HERE after the subroutine calls "return"
label after_return
Miko (joy): Welcome back! The subroutine finished.
Advisor (pl5): Notice how we resumed right where we left off.
[wait time="1.0"]
# Let's demonstrate: the subroutine set a variable
if {Gym.sub_value} == 42:
Miko (smile): The subroutine set `Gym.sub_value` to {Gym.sub_value}!
Advisor (pl5): Variables set in subroutines persist after return.
else:
Miko (doubt): Hmm, the subroutine didn't set the value correctly.
Advisor (doubt): Something went wrong — `Gym.sub_value` is {Gym.sub_value}.
[wait time="1.5"]
Miko (neutral): That's the subroutine pattern in a nutshell!
Advisor (pl5): Jump → work → return. Powerful for reusable dialog chunks.
[wait time="1.0"]
jump gym_main/menu

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# ============================================================
# Pattern 2 Subroutine: The "Called" Timeline
# ============================================================
# This is the subroutine — a reusable dialog chunk that does
# some work and then returns to wherever it was called from.
# ============================================================
label start
leave Miko
leave Advisor
join Merchant left
Merchant (happy): I'm the subroutine timeline!
Merchant (blink): I can do work independently and then return.
[wait time="1.0"]
Merchant (happy): First, let me set a variable...
set {Gym.sub_value} = 42
Merchant (happy): Variable `Gym.sub_value` is now 42.
Merchant (blink): The calling timeline will see this change!
[wait time="1.0"]
Merchant (surprise): Now watch this — I'll call `return`...
# This pops the jump stack and resumes the caller
# right after the `jump` that called us
return
# Nothing below here will execute
Merchant (happy): You should never see this text!

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@@ -0,0 +1 @@
uid://yyl61w1o1vpp

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@@ -0,0 +1,24 @@
# ============================================================
# Pattern 3: Variable Chain (A sets, B checks)
# ============================================================
# Timeline A sets a variable. Later, Timeline B checks it.
# The timelines don't jump to each other — the hub handles routing.
# ============================================================
# Timeline A: Set the variable
label start
join Miko center
Miko (neutral): I'm in timeline A of the variable chain.
Miko (smile): I'm going to set a variable that another timeline will check.
# Set the flag
set {Gym.demo_flag} = true
Miko (joy): Done! `Gym.demo_flag` is now true.
Miko (neutral): The hub will now show me timeline B to see the result.
[wait time="1.0"]
jump gym_pattern3_variable_chain_B/start

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@@ -0,0 +1 @@
uid://5b27781x33d8

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@@ -0,0 +1,30 @@
# ============================================================
# Pattern 3: Variable Chain — Timeline B (checks the variable)
# ============================================================
label start
join Advisor right
Advisor (pl5): I'm timeline B. Let me check the variable you set...
[wait time="1.0"]
if {Gym.demo_flag}:
Advisor (surprise): It's TRUE! Timeline A successfully set it.
Advisor (pl5): This proves that variables persist across timeline\
boundaries — jumps, returns, even `start_timeline()` calls.
else:
Advisor (doubt): It's false... something went wrong.
Advisor (doubt): Did you skip timeline A?
[wait time="1.5"]
Advisor (pl5): Key insight: variables are shared GLOBAL state.
Advisor (doubt): Any timeline can read or write any pre-declared variable.
Advisor (pl5): This makes them perfect for world state, quest flags,\
relationship scores, and inventory.
[wait time="1.0"]
jump gym_main/menu

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@@ -0,0 +1 @@
uid://cvvvm15gfcw1g

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@@ -0,0 +1,33 @@
# ============================================================
# Pattern 4: Signal Event → GDScript → New Timeline
# ============================================================
# This timeline emits a signal. GDScript in gym_controller.gd
# catches it and starts the target timeline.
# ============================================================
label start
join Miko center
Miko (neutral): This pattern uses a signal to bridge timelines.
Miko (smile): I'm going to emit a signal, and GDScript will react.
[wait time="1.0"]
Miko (joy): Emitting signal: "demo_chain"!
# This emits Dialogic.signal_event("demo_chain")
# gym_controller.gd listens for this and starts
# gym_pattern4_signal_target.dtl
[signal arg=demo_chain]
# This timeline continues until it ends...
Miko (neutral): I'll keep going while the signal fires in the background.
[wait time="0.5"]
Miko (smile): ...and now I'm done here!
# That's it. The signal handler in code started
# gym_pattern4_signal_target.dtl which will take over.
[end_timeline]

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@@ -0,0 +1 @@
uid://b18khgix70in4

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@@ -0,0 +1,34 @@
# ============================================================
# Pattern 4 Target: Started by GDScript Signal Handler
# ============================================================
# This timeline was started by gym_controller.gd in response
# to the "demo_chain" signal from gym_pattern4_signal_chain.dtl.
# ============================================================
join Advisor right
Advisor (surprise): I was started by GDScript!
Advisor (pl5): The `dialogic.signal_event` signal fired with\
the argument "demo_chain".
[wait time="1.0"]
Advisor (pl5): The controller script caught it and called\
`Dialogic.start_timeline("gym_pattern4_signal_target")`.
Advisor (doubt): This is the most flexible pattern because...
Advisor (pl5): ...GDScript can do ANYTHING before starting the next timeline:\
load scenes, animate sprites, play audio, check conditions...
[wait time="2.0"]
Advisor (pl5): Signal args can be strings (like "demo_chain")\
or full dictionaries for complex data.
Advisor (surprise): One caveat: `start_timeline()` doesn't use the jump stack.
Advisor (pl5): So there's no automatic `return` path. You control flow in code.
[wait time="1.5"]
Advisor (pl5): Ready to go back to the hub?
jump gym_main/menu

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@@ -0,0 +1 @@
uid://dabm67j4647sw

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@@ -0,0 +1,37 @@
# ============================================================
# Pattern 5: Choice Routes to Different Timelines
# ============================================================
# Each choice branch doesn't just set a variable —
# it JUMPS to a completely different timeline.
# ============================================================
label start
join Miko center
join Advisor right
Advisor (doubt): This is a crossroads. Each choice leads to a different\
destination.
Miko (neutral): Where should we go?
- The sunny meadow
Miko (joy): I love flowers! Let's go to the meadow.
Advisor (pl5): Fresh air will do us good.
jump gym_main/menu
- The dark cave
Miko (doubt): It's so dark in there... but I'm curious.
Advisor (doubt): Bring a torch. We don't know what lurks inside.
jump gym_main/menu
- Back to the hub
Miko (smile): Good idea. I've seen enough crossroads.
Advisor (pl5): A safe choice.
jump gym_main/menu
# Note: In a real game, these would jump to:
# jump meadow_scene/start
# jump cave_scene/start
# jump hub_scene/main
# But here we just return to the hub for the demo.

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@@ -0,0 +1 @@
uid://cmqgipcskfvb7

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@@ -0,0 +1,39 @@
# ============================================================
# Pattern 6: Condition-Based Timeline Routing
# ============================================================
# Variable values automatically decide which timeline to run.
# This is great for: time-of-day, reputation systems, quest states.
# ============================================================
label start
join Miko center
join Advisor right
Advisor (pl5): This pattern routes to different timelines\
based on variable values.
Miko (neutral): Let's check the variables and see where we go...
[wait time="1.0"]
# These variables are set/cleared by the hub menu
# and by exploring different patterns
if {Gym.demo_flag}:
Miko (joy): `gym_demo_flag` is TRUE! You explored pattern 3.
Miko (smile): That means I'll route to the "explored" path.
jump gym_main/menu
elif {Museum.met_merchant}:
Miko (neutral): You've met the merchant before!
Advisor (pl5): We'll take a different route for returning players.
jump gym_main/menu
else:
Miko (doubt): No flags are set. This is your first time here.
Advisor (doubt): We'll take the default path.
jump gym_main/menu
# In a real game, these would jump to different scene timelines:
# jump explored_content/
# jump returning_player/
# jump first_time/

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@@ -0,0 +1 @@
uid://bd4jdammxoo55

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@@ -0,0 +1,48 @@
# ============================================================
# Pattern 7: Player Text Input Drives Next Timeline
# ============================================================
# The player types text that gets stored in a variable.
# That variable then determines what happens next.
# ============================================================
label start
join Miko center
join Advisor right
Advisor (pl5): This pattern captures player text input\
and uses it to personalize the next timeline.
Miko (smile): Let me ask you something...
[wait time="0.5"]
[text_input text="What is your name, traveler?" var="Gym.player_name" placeholder="Enter your name..." default="Hero" allow_empty="false"]
Miko (joy): {Gym.player_name}? What a great name!
[wait time="0.5"]
Miko (neutral): Now watch — I can use your name to route you to\
different content.
if {Gym.player_name} == "Miko":
Miko (surprise): Wait... that's MY name!
Advisor (surprise): An impostor? Or a coincidence?
Miko (anger): I'll be watching you, {Gym.player_name}...
elif {Gym.player_name} == "Hero":
Miko (smile): Classic choice. Very heroic!
Advisor (pl5): Predictable, but reliable.
else:
Miko (joy): {Gym.player_name}, that's unique! I've never heard that before.
Advisor (pl5): A name to remember.
[wait time="1.5"]
Advisor (pl5): In a real game, the name would persist across ALL timelines.
Advisor (pl5): You could reference `{Gym.player_name}` in any dialog.
Miko (smile): NPCs could greet you by name, quest logs would use it...
[wait time="1.0"]
jump gym_main/menu

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@@ -0,0 +1 @@
uid://dvlhmbl62bltq

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@@ -0,0 +1,72 @@
# ============================================================
# Pattern 8: Dynamic Label Jump (Variable as Jump Target)
# ============================================================
# The value of a variable is used as the label to jump to.
# This creates a state-machine-like flow controlled by data.
# ============================================================
label start
join Miko center
Miko (neutral): This pattern uses a variable's VALUE as the jump target.
Miko (smile): Let me show you with a time-of-day example.
# Set the variable that will drive the jump
# In a real game, this might be set by a clock system
set {Gym.time_of_day} = "morning"
Miko (neutral): The variable `Gym.time_of_day` is set to "{Gym.time_of_day}".
Miko (joy): Now watch: I'll jump to a label with that exact name.
# This jump target is resolved at runtime from the variable
jump {Gym.time_of_day}
# ---- Labels act as states ----
label morning
Miko (joy): Good morning! The sun is rising over the hills.
Miko (smile): Birds are singing, and the air is crisp and fresh.
[wait time="1.5"]
jump after_demo
label afternoon
Miko (neutral): It's a warm afternoon. The sun is high.
Miko (smile): A perfect time for adventuring!
[wait time="1.5"]
jump after_demo
label evening
Miko (doubt): The sun is setting. Shadows grow long.
Miko (neutral): We should find shelter before night falls.
[wait time="1.5"]
jump after_demo
label night
Miko (shock): It's dark out here! The stars are beautiful but eerie.
Miko (doubt): I can barely see the path ahead...
[wait time="1.5"]
jump after_demo
# ---- Wrap-up ----
label after_demo
join Advisor right
Advisor (pl5): The jump target was `{Gym.time_of_day}` — resolved at runtime!
Advisor (pl5): This is incredibly powerful for:
Advisor (doubt): • Time-of-day systems
Advisor (doubt): • Quest state machines
Advisor (doubt): • Chapter/scene routing
Advisor (doubt): • Any narrative that follows a data-driven flow
[wait time="2.0"]
Miko (smile): You can also combine it with timeline names.
Advisor (pl5): Use one variable for the timeline and another for the label.
Advisor (surprise): Making it possible to route ANYWHERE from a variable.
[wait time="1.5"]
jump gym_main/menu

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@@ -0,0 +1 @@
uid://bxrdy4ww5ewbf

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@@ -8,9 +8,9 @@
# ============================================================
# ---- SETUP: Variables --------------------------------------
set {coins} = 0
set {player_has_key} = false
set {met_merchant} = false
set {Museum.coins} = 0
set {Museum.player_has_key} = false
set {Museum.met_merchant} = false
# ---- LABEL: opening ----------------------------------------
label opening
@@ -31,7 +31,7 @@ Advisor (pl5): Remember, [color=red]colored text[/color] works as well.
Advisor (pl5): [pause=1.0] ...and so do timed pauses.
# ---- CONDITION: Variable-based branching ------------------
if {coins} == 0:
if {Museum.coins} == 0:
Miko (doubt): I don't have any coins yet. Let's find some!
Advisor (doubt): We should look around carefully.
else:
@@ -39,7 +39,7 @@ else:
Advisor (pl5): Good. That will come in handy.
# ---- VARIABLE: Set a variable -----------------------------
set {coins} = 10
set {Museum.coins} = 10
Miko (joy): [shake]Look![/shake] I just found 10 coins.
@@ -55,11 +55,11 @@ Merchant (happy): Welcome, traveler! Would you like to see my wares?
# ---- CHOICE: Branching dialog -----------------------------
- Yes, show me what you've got!
set {met_merchant} = true
set {Museum.met_merchant} = true
Miko (joy): Absolutely, show me your best items!
Merchant (happy): Excellent choice! I have potions, scrolls, and enchanted blades.
Merchant (blink): That will be {10/15/20} gold coins, please!
set {coins} = -10
set {Museum.coins} = -10
Miko (shock): Here you go! That was expensive...
Advisor (blink): Did you really have to spend all our coins?
@@ -68,10 +68,10 @@ Merchant (happy): Welcome, traveler! Would you like to see my wares?
Merchant (happy): Suit yourself. The door is always open.
Advisor (pl5): A wise decision.
- Use the ancient key to barter. | [if {player_has_key}]
- Use the ancient key to barter. | [if {Museum.player_has_key}]
Miko (smile): I have this ancient key. Will you trade for it?
Merchant (surprise): [shake]A key from the old kingdom?![/shake] Take anything you want!
set {player_has_key} = false
set {Museum.player_has_key} = false
Miko (joy): That was a great deal!
Advisor (surprise): You traded the key?! That was reckless...
@@ -106,7 +106,7 @@ Miko (neutral): You're right, but we have to check it out.
Advisor (pl5): Very well. I'll follow your lead.
# ---- CONDITION with ELSE ----------------------------------
if {player_has_key}:
if {Museum.player_has_key}:
Miko (joy): Good thing we still have the ancient key. Let's open it!
Advisor (surprise): The key glows faintly as you approach.
Miko (smile): Here goes nothing...

View File

@@ -27,6 +27,19 @@ directories/dch_directory={
"Raptor": "res://docs/museums/dialogic/Raptor.dch"
}
directories/dtl_directory={
"gym_main": "res://docs/gyms/cross-timeline-interactions/gym_main.dtl",
"gym_pattern1_jump": "res://docs/gyms/cross-timeline-interactions/gym_pattern1_jump.dtl",
"gym_pattern1_target": "res://docs/gyms/cross-timeline-interactions/gym_pattern1_target.dtl",
"gym_pattern2_caller": "res://docs/gyms/cross-timeline-interactions/gym_pattern2_caller.dtl",
"gym_pattern2_subroutine": "res://docs/gyms/cross-timeline-interactions/gym_pattern2_subroutine.dtl",
"gym_pattern3_variable_chain_A": "res://docs/gyms/cross-timeline-interactions/gym_pattern3_variable_chain_A.dtl",
"gym_pattern3_variable_chain_B": "res://docs/gyms/cross-timeline-interactions/gym_pattern3_variable_chain_B.dtl",
"gym_pattern4_signal_chain": "res://docs/gyms/cross-timeline-interactions/gym_pattern4_signal_chain.dtl",
"gym_pattern4_signal_target": "res://docs/gyms/cross-timeline-interactions/gym_pattern4_signal_target.dtl",
"gym_pattern5_choice_jump": "res://docs/gyms/cross-timeline-interactions/gym_pattern5_choice_jump.dtl",
"gym_pattern6_condition_router": "res://docs/gyms/cross-timeline-interactions/gym_pattern6_condition_router.dtl",
"gym_pattern7_text_input": "res://docs/gyms/cross-timeline-interactions/gym_pattern7_text_input.dtl",
"gym_pattern8_dynamic_label": "res://docs/gyms/cross-timeline-interactions/gym_pattern8_dynamic_label.dtl",
"raptor_showcase": "res://docs/museums/dialogic/raptor_showcase.dtl",
"start_timeline": "res://docs/museums/dialogic/start_timeline.dtl"
}
@@ -35,10 +48,18 @@ glossary/default_case_sensitive=true
layout/style_list=[]
layout/default_style="Default"
variables={
"Gym": {
"demo_flag": false,
"player_name": "Hero",
"sub_value": 0,
"time_of_day": "morning"
},
"Museum": {
"coins": 0,
"met_merchant": false,
"player_has_key": true
}
}
extensions_folder="res://addons/dialogic_additions"
text/letter_speed=0.01
text/initial_text_reveal_skippable=true