Improve CCS dialogue advancement

This commit is contained in:
hz
2026-08-06 22:51:25 -05:00
parent 6e039f00a7
commit 6f81e5af62
3 changed files with 46 additions and 14 deletions
+4 -4
View File
@@ -154,10 +154,10 @@ anchor_left = 1.0
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -255.0
offset_top = -54.0
offset_right = -52.0
offset_bottom = -25.0
offset_left = -330.0
offset_top = -42.0
offset_right = -72.0
offset_bottom = -16.0
grow_horizontal = 0
grow_vertical = 0
mouse_filter = 2
+22 -7
View File
@@ -12,7 +12,7 @@ const CHOICE_CROP := Rect2(80.0, 200.0, 1610.0, 485.0)
const CHOICES_PER_PAGE := 4
const DIALOGUE_PAGE_MIN_CHARS := 32
const DIALOGUE_PAGE_MAX_CHARS := 82
const DIALOGUE_BUBBLE_MIN_HEIGHT := 150.0
const DIALOGUE_BUBBLE_MIN_HEIGHT := 110.0
const DIALOGUE_BUBBLE_MAX_HEIGHT := 240.0
const DIALOGUE_BUBBLE_VERTICAL_CHROME := 83.0
@@ -120,7 +120,8 @@ func _show_dialogue_page() -> void:
dialogue_text.text = dialogue_pages[dialogue_page_index]
dialogue_text.visible_ratio = 0.0
dialogue_reveal_complete = false
dialogue_continue_hint.visible = false
dialogue_continue_hint.text = "Click to continue ▼"
dialogue_continue_hint.visible = true
dialogue_bubble.visible = true
dialogue_bubble.grab_focus()
dialogue_layout_generation += 1
@@ -190,11 +191,7 @@ func complete_dialogue_reveal() -> void:
func _on_dialogue_reveal_finished() -> void:
dialogue_tween = null
dialogue_reveal_complete = true
dialogue_continue_hint.text = (
"Click to see questions ▼"
if dialogue_page_index >= dialogue_pages.size() - 1
else "Click to continue ▼"
)
dialogue_continue_hint.text = "Click to continue ▼"
dialogue_continue_hint.visible = true
@@ -232,6 +229,24 @@ func _on_dialogue_bubble_input(event: InputEvent) -> void:
accept_event()
func _unhandled_input(event: InputEvent) -> void:
if not dialogue_bubble.visible:
return
var should_advance := false
if event is InputEventMouseButton:
should_advance = event.button_index == MOUSE_BUTTON_LEFT and event.pressed \
and get_global_rect().has_point(event.position)
elif event is InputEventScreenTouch:
should_advance = event.pressed and get_global_rect().has_point(event.position)
elif event is InputEventKey:
should_advance = event.pressed and not event.echo \
and event.keycode in [KEY_ENTER, KEY_KP_ENTER, KEY_SPACE]
if not should_advance:
return
advance_dialogue()
get_viewport().set_input_as_handled()
func _split_dialogue_pages(text: String) -> Array[String]:
var normalized := text.strip_edges()
if normalized.is_empty():
+20 -3
View File
@@ -92,21 +92,29 @@ func _run() -> void:
_assert(_label_content_fits(screen.active_scene.dialogue_text), "the first patient response page should fit inside its speech bubble")
_assert(is_equal_approx(screen.active_scene.dialogue_text.offset_left, 96.0), "patient dialogue should retain the increased left inset")
_assert(_bubble_matches_content(screen.active_scene), "the speech bubble should size itself to the wrapped response page")
screen.active_scene.advance_dialogue()
_assert(screen.active_scene.dialogue_continue_hint.visible, "the continuation prompt should remain visible while text is typing")
_assert(screen.active_scene.dialogue_continue_hint.text == "Click to continue ▼", "every dialogue page should use consistent continuation wording")
var outside_click := _left_click(screen.active_scene.get_global_rect().end + Vector2(50.0, 50.0))
screen.active_scene._unhandled_input(outside_click)
_assert(not screen.active_scene.dialogue_reveal_complete, "clicks outside the doctor scene should not affect dialogue")
var scene_click := _left_click(screen.active_scene.get_global_rect().get_center())
screen.active_scene._unhandled_input(scene_click)
_assert(screen.active_scene.dialogue_page_index == 0, "clicking during typing should complete rather than skip the current page")
_assert(screen.active_scene.dialogue_continue_hint.visible, "completed dialogue pages should invite the learner to continue")
await create_timer(1.35).timeout
_assert(screen.active_scene.is_patient_dialogue_visible(), "patient dialogue should remain until the learner advances it")
_assert(not screen.active_scene.choice_container.visible, "questions must not appear on a timer")
while screen.active_scene.dialogue_page_index < screen.active_scene.dialogue_pages.size() - 1:
screen.active_scene.advance_dialogue()
screen.active_scene._unhandled_input(scene_click)
await process_frame
_assert(_label_content_fits(screen.active_scene.dialogue_text), "every patient response page should fit inside its speech bubble")
screen.active_scene.complete_dialogue_reveal()
screen.active_scene.advance_dialogue()
screen.active_scene._unhandled_input(scene_click)
await process_frame
_assert(not screen.active_scene.is_patient_dialogue_visible(), "questions should replace patient dialogue after the final learner click")
_assert(screen.active_scene.choice_container.get_child_count() == 4, "the first question page should contain four choices")
screen.active_scene._unhandled_input(scene_click)
_assert(screen.active_scene.choice_container.get_child_count() == 4, "scene clicks should not affect explicit question controls")
_assert(screen.active_scene.choice_pager.visible, "eight choices should display paging controls")
_assert(screen.active_scene.choice_page == 0, "new question sets should begin on the first page")
_assert(_visible_choice_ids(screen.active_scene) == ["topic_0", "topic_1", "topic_2", "topic_3"], "the first page should preserve choice order and IDs")
@@ -152,6 +160,7 @@ func _run() -> void:
await process_frame
var short_height: float = sizing_scene.dialogue_bubble.size.y
_assert(is_equal_approx(short_height, sizing_scene.DIALOGUE_BUBBLE_MIN_HEIGHT), "short dialogue should use the minimum bubble height")
_assert(sizing_scene.dialogue_bubble.get_global_rect().encloses(sizing_scene.dialogue_continue_hint.get_global_rect()), "the continuation hint should fit inside a minimum-height bubble")
sizing_scene.show_patient_dialogue("Line one explains the symptom.\nLine two adds timing.\nLine three adds context.\nLine four concludes.")
await process_frame
_assert(sizing_scene.dialogue_bubble.size.y > short_height, "multi-line dialogue should increase the bubble height")
@@ -271,6 +280,14 @@ func _bubble_matches_content(scene: Control) -> bool:
and _label_content_fits(scene.dialogue_text)
func _left_click(position: Vector2) -> InputEventMouseButton:
var event := InputEventMouseButton.new()
event.button_index = MOUSE_BUTTON_LEFT
event.pressed = true
event.position = position
return event
func _assert(condition: bool, message: String) -> void:
if condition:
return