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Godot addon for parsing dialogue assets created with whiskers!

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License Version Godot Version Status

How to use

First of all, this solution is not an addon yet, it's a pure gdscript class i.e., doesn't extend any Node. I'll show it's work-flow.

Constructor

var parser = WhiskersParser.new(default_base_instance)

Returns an instance of the parser. The argument default_base_instance is an Object that will be used as context for expressions execution.

Opening a Whiskers .json file

This class has a static function that opens an exported Whiskers file, it just opens the file, parse the JSON content with parse_json() function and return the data. The function is static because it should not have access to any variable or method from the instance.

var dialogue_data = parser.open_whiskers(file_path)

Starting a dialogue

var block = parser.start_dialogue(dialogue_data, custom_base_instance)

The argument custom_base_instance sets a temporary base instance valid for the duration of this dialogue and it is optional considering you set a default base instance at the constructor.

Now it gets interesting. The sart_dialogue method returns a block, that is a Dictionary containing the content of a whiskers node, and every other node that it connects to, separated by category. An example block could be:

{
	key = "Dialogue",
	text = "Do you like parties?",
	options = [
			{key = "Option", text = "Yes."},
			{key = "Option567", text = "No."}],
	expressions = [],
	dialogue = {}.
	condition = {},
	jump = {},
	is_final = false
}

Note that options and expressions are Array types, but dialogue, condition and jump are Dictionary types. That's because it is allowed only one of these per block.

Navigating the dialogue

The method to proceed the dialogue is named next and it receives as argument the chosen option key. If there is no option then we call it without arguments. Either way, it will return the next block or an empty Dictionary if the dialogue ended.

The example block has two options, so to chose one we have to call:

block = parser.next(block.options[0].key)
# For "Yes." or
block = parser.next(block.options[1].key)
# For "No."

I suggest creating Button nodes named by the options keys, and then using the names as argument. It is as simple as:

for option in block.options:
	add_button(option)
# The add_button method has to be implemented by the user since it depends on the project

If you have a block like this:

{
	key = "Dialogue",
	text = "I have something to tell you...",
	options = [],
	expressions = [],
	dialogue = {key = "Dialogue728"}.
	condition = {},
	jump = {},
	is_final = false
}

Calling next will create a block from the Dialogue728 node. So it allows a Dialogue node to be connected to another Dialogue node.

Dealing with blocks

The blocks that are returned by start_dialogue and next are usually Dialogue types. That means you will just have to show the text and create the buttons if there are any. The Expression, Condition and Jump types are dealt with automatically by the WhiskersParser.

You can even use String.format method as described in the Godot documentation setting the format_dictionary variable like:

parser.set_format_dictionary({"player_name" : "Godot-chan"})

And then any string {player_name} found in the dialogue texts will be replaced with Godot-chan. Note that I didn't say anything about bbcode, that's because it is a RichTextLabel method that's used out of this class.

Considerations

I think it is really easy to use and the block abstraction worked well. I've already tested it with a bunch of dialogues. I didn't do anything about the data.player_name variable yet, but it is still there in parser.data.player_name. Also, any weird data or whiskers file and the class will print an [ERROR] or [WARNING] message on the terminal and return an empty Dictionary.

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Godot addon for parsing dialogue assets created with whiskers!

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