Here is the code for the scene:
extends Control
@onready var story_label_1: Label = $StoryLabel1
@onready var story_label_2: Label = $StoryLabel2
@onready var conclusion: Label = $Conclusion
@onready var story_label_1_timer: Timer = $StoryLabel1Timer
@onready var story_label_2_timer: Timer = $StoryLabel2Timer
@onready var conclusion_timer: Timer = $ConclusionTimer
@onready var music: AudioStreamPlayer = $Music
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
story_label_2.hide()
conclusion.hide()
story_label_1_timer.start()
music.play()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_story_label_1_timer_timeout() -> void:
story_label_1.hide()
story_label_2.show()
conclusion.hide()
story_label_2_timer.start()
func _on_story_label_2_timer_timeout() -> void:
story_label_1.hide()
story_label_2.hide()
conclusion.show()
conclusion_timer.start()
func _on_conclusion_timer_timeout() -> void:
get_tree().change_scene_to_file("res://Levels/One/Level_1.tscn")
I don't know if that is a bug. I was trying to create a story for my top down RPG game I'm making. The reason I posted here was because I thought there would be an easy way to work around this that I didn't know. I am pretty sure that this is a bug, because it was calling my timer statement variable a null value, even after I re-stated it, and re-wrote the code that started it. If this is a bug, I will report it, and work around it. Also, I don't think I'm using the latest version of Godot.