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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).