# ============================================================ # Gym 09 — Scene Switching: Congratulations Timeline # ============================================================ # This timeline runs AFTER the player returns from the # minigame. It congratulates them and explains the mechanism. # ============================================================ join Miko center join Advisor right Miko (joy): You did it! You pressed the button 5 times! [wait time="0.5"] Advisor (pl5): Welcome back to a Dialogic timeline. Advisor (pl5): Notice what just happened: [wait time="1.0"] Advisor (pl5): 1. You started in a Dialogic timeline (the intro). Advisor (pl5): 2. A signal triggered a scene change to a pure\ gameplay scene with no Dialogic UI. Advisor (pl5): 3. The minigame set a Dialogic variable:\ `Gym.minigame_done = true` Advisor (pl5): 4. Then it called `change_scene_to_file()` back here. Advisor (pl5): 5. This scene's controller checked the variable\ and started THIS timeline. [wait time="2.0"] Miko (smile): The magic is that Dialogic is an AUTOLOAD! Miko (joy): Its variables survive scene changes because the\ autoload never gets freed. Advisor (doubt): This pattern is essential for: Advisor (doubt): • Minigames (fishing, crafting, lockpicking) Advisor (doubt): • Combat encounters between dialog scenes Advisor (doubt): • Exploration that triggers narrative beats Advisor (doubt): • Any gameplay/dialog hybrid [wait time="2.0"] Miko (smile): Want to try again? - Yes, play the minigame again! set {Gym.minigame_done} = false [signal arg="start_minigame"] - No, I understand the pattern. Back to hub. set {Gym.minigame_done} = false jump gym_main/menu