Expand description
Playing a dialogue Scene one text box at a time. DialoguePlayer
is the state machine only (who stands where, what is said, which reply
choice is open, which music the script asked for, and what the game’s
own lines have set: its DialogueHooks); a dialogue screen draws its
View and asks for the music.
Structs§
- Dialogue
Player - Plays a scene: each
advancemoves to the next text box (speech or narration), applying the portrait and caption steps in between. At a reply choice it waits forchoose, plays that reply’s reaction, then rejoins the scene after the choice. The@musiclines passed on the way are kept fortake_music. It plays the scene as it is for those present when it starts: the lines of an@ifblock whose character isn’t there are no part of it, read or skipped. The game’s own lines play on its stage as the scene reaches them (DialogueHooks::direct). Pure: no drawing, no clock, no sound. Cheap to clone (the scene is shared), so a copy can be kept as the scene was at a line (a dialogue log). - Named
- The hooks of a game whose only tokens are the names table’s: no lines
of its own, and
{n:<id>}and{N:<id>}are filled in withNames::substitute. It goes with the check’sNoTokens. - Plain
- The hooks of a game that adds nothing: no lines of its own, no tokens,
not even names: a
{n:<id>}shows as written. A game with name tokens plays withNamed. - Portrait
- A portrait on screen: who, with which expression.
- View
- What the screen shows for the current text box, with the game’s tokens filled in.
Traits§
- Dialogue
Hooks - What a game adds to playing a scene: its own lines
(
Directives, such as a place behind the talk) and what they have set so far (itsStage), and the tokens it fills into the text (the hero’s name, say).