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Interrupting Dialogues
Your game can interrupt a running Dialogue at any time, without waiting for it to end on its own. This is useful when the game takes over: the player walks away from an NPC, a fight starts, a cutscene is skipped... Interrupting To interrupt a Dialogue, call interrupt_dialogue() on its Engine. The Dialogue stops immediately, even in the middle of a Line, and then ends like any other Dialogue: the Engine cleans up after it, as described in Ending Dialogues. A suspended Dialogue can be interrupted too. Waiting for the Interruption interrupt_dialogue() can be awaited: it returns once the Dialogue has fully ended, so that something else can start right after, such as another Dialogue on the same Engine:
await engine.interrupt_dialogue() engine.start_dialogue("Conversation_1", "Block_2", 0)
Mouse Mode By default, the mouse is set to the Engine's mouse_mode_end, as when a Dialogue ends normally. The game taking over may need a different mouse mode. interrupt_dialogue() accepts one as its argument: "Visible", "Hidden", "Captured", "Confined" or "Confined_Hidden", or "" to leave the mouse as it is.
engine.interrupt_dialogue("Captured")