Explosion_der_Spiele/scripts/levels/intro_cutscene.gd
copilot 938cc4bc82 Initial scaffold: Godot 4.3 scenes, systems, and placeholders.
Wire all twelve levels with billboard prefabs, autoload systems (inventory, achievements, mock shop, DE/EN/BY), and satire audio locks so the Title→End flow is playable with placeholder assets.
2026-09-14 18:36:02 +02:00

35 lines
806 B
GDScript

extends Control
## Intro: desk + console + explosion.
## TODO: Real cutscene art and epic narrator VO.
@onready var label: Label = $Label
var _step: int = 0
func _ready() -> void:
GameState.current_scene_id = "intro_cutscene"
AudioDirector.stop_music()
_show_step()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("skip_cutscene") or event.is_action_pressed("interact") or event.is_action_pressed("attack"):
_advance()
func _show_step() -> void:
match _step:
0:
label.text = Locale.tr_key("dialog_intro_1")
1:
label.text = Locale.tr_key("dialog_intro_2")
2:
AudioDirector.play_explosion()
label.text = "BOOM"
_:
GameState.goto_scene("village")
func _advance() -> void:
_step += 1
_show_step()
func _on_skip_pressed() -> void:
_advance()