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