divers changements pour la sortie du second proto
* ajout du panneau solaire #54 * ajout d'un tutoriel #53 * equilibrage du jeu #73 * ajout d'un son pour l'annonce
This commit is contained in:
37
gui/game/tutorial/in_game_indicator/in_game_indicator.tscn
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37
gui/game/tutorial/in_game_indicator/in_game_indicator.tscn
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[gd_scene load_steps=4 format=3 uid="uid://fh3dsuvn5h78"]
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[ext_resource type="Theme" uid="uid://bgcmd213j6gk1" path="res://gui/ressources/default_theme.tres" id="1_ga3ae"]
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[ext_resource type="Texture2D" uid="uid://bsgmxvuphn73c" path="res://common/icons/arrow-narrow-down.svg" id="2_kc1j1"]
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[ext_resource type="Script" uid="uid://r6hgefyycute" path="res://gui/game/tutorial/in_game_indicator/scripts/in_game_indicator.gd" id="2_kij5i"]
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[node name="InGameIndicator" type="CenterContainer"]
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modulate = Color(0.91, 0.6521667, 0, 1)
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offset_right = 150.0
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offset_bottom = 99.0
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size_flags_horizontal = 2
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size_flags_vertical = 2
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mouse_filter = 2
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theme = ExtResource("1_ga3ae")
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script = ExtResource("2_kij5i")
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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layout_mode = 2
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theme = ExtResource("1_ga3ae")
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theme_override_constants/separation = 0
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[node name="Label" type="Label" parent="VBoxContainer"]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(150, 0)
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layout_mode = 2
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text = "Text and a very very very long text"
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horizontal_alignment = 1
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autowrap_mode = 3
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[node name="Arrow" type="TextureRect" parent="VBoxContainer"]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(50, 50)
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layout_mode = 2
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size_flags_horizontal = 4
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texture = ExtResource("2_kc1j1")
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expand_mode = 1
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stretch_mode = 5
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@@ -0,0 +1,47 @@
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[gd_scene load_steps=4 format=3 uid="uid://fh3dsuvn5h78"]
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[ext_resource type="Theme" uid="uid://bgcmd213j6gk1" path="res://gui/ressources/default_theme.tres" id="1_ga3ae"]
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[ext_resource type="Texture2D" uid="uid://bsgmxvuphn73c" path="res://common/icons/arrow-narrow-down.svg" id="2_kc1j1"]
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[ext_resource type="Script" uid="uid://r6hgefyycute" path="res://gui/game/tutorial/in_game_indicator/scripts/in_game_indicator.gd" id="2_kij5i"]
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[node name="InGameIndicator" type="Control"]
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modulate = Color(0.91, 0.6521667, 0, 1)
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layout_mode = 3
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anchors_preset = 0
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offset_right = 50.0
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offset_bottom = 73.0
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size_flags_horizontal = 0
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size_flags_vertical = 0
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mouse_filter = 2
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theme = ExtResource("1_ga3ae")
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script = ExtResource("2_kij5i")
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game_position = null
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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layout_mode = 1
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anchors_preset = 8
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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anchor_bottom = 0.5
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offset_left = -50.0
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offset_top = -64.5
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offset_bottom = 8.5
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grow_horizontal = 2
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grow_vertical = 2
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theme = ExtResource("1_ga3ae")
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theme_override_constants/separation = 0
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[node name="Label" type="Label" parent="VBoxContainer"]
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unique_name_in_owner = true
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layout_mode = 2
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text = "Text"
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horizontal_alignment = 1
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[node name="Arrow" type="TextureRect" parent="VBoxContainer"]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(50, 50)
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layout_mode = 2
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texture = ExtResource("2_kc1j1")
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expand_mode = 1
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stretch_mode = 5
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@@ -0,0 +1,68 @@
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extends Control
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class_name InGameIndicator
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const UP_SHIFT = 70
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const SCREEN_MARGIN = 20
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enum FollowingType {GAME_POS, SCREEN_POS, ENTITY}
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var following_type: FollowingType = FollowingType.SCREEN_POS
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var following_game_position : Vector2 = Vector2()
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var following_screen_position : Vector2 = Vector2()
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var following_entity : Node2D = null
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@export var camera : Camera2D
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var arrow_up : Texture = preload("res://common/icons/arrow-narrow-up.svg")
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var arrow_down : Texture = preload("res://common/icons/arrow-narrow-down.svg")
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var arrow_right : Texture = preload("res://common/icons/arrow-narrow-right.svg")
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var arrow_left : Texture = preload("res://common/icons/arrow-narrow-left.svg")
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func setup(_camera : Camera2D, text : String):
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camera = _camera
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%Label.text = text
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func follow_game_position(game_position : Vector2):
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following_game_position = game_position
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following_type = FollowingType.GAME_POS
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func follow_screen_position(screen_position : Vector2):
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following_screen_position = screen_position
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following_type = FollowingType.SCREEN_POS
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func follow_entity(entity : Node2D):
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following_entity = entity
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following_type = FollowingType.ENTITY
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func _process(_d):
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if camera:
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show()
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var screen_size = get_viewport().get_visible_rect().size
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var abs_position : Vector2 = following_screen_position
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if following_type == FollowingType.GAME_POS:
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abs_position = following_game_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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elif following_type == FollowingType.ENTITY and following_entity:
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abs_position = following_entity.global_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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position = Vector2(
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min(max(abs_position.x, SCREEN_MARGIN), screen_size.x - SCREEN_MARGIN),
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min(max(abs_position.y, SCREEN_MARGIN), screen_size.y - SCREEN_MARGIN)
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)
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var arrow_texture : Texture = arrow_down
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if abs_position.y < 0:
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arrow_texture = arrow_up
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if abs_position.x < 0 :
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arrow_texture = arrow_left
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if abs_position.x > screen_size.x :
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arrow_texture = arrow_right
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position.x -= size.x
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if abs_position.y > screen_size.y :
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arrow_texture = arrow_down
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position.y -= size.y
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%Arrow.texture = arrow_texture
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else:
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hide()
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@@ -0,0 +1 @@
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uid://r6hgefyycute
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169
gui/game/tutorial/scripts/tutorial.gd
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169
gui/game/tutorial/scripts/tutorial.gd
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extends Control
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class_name Tutorial
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const INDICATOR_SCENE = preload("res://gui/game/tutorial/in_game_indicator/in_game_indicator.tscn")
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var indicators : Array[InGameIndicator]
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@export var camera : Camera2D
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@export var player : Player
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@onready var steps : Array[Step] = [
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TakeShovelStep.new(),
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DigLootStep.new(),
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TakeSeedStep.new(),
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PlantSeedStep.new(),
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RechargeStep.new(),
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WaitMaturePlant.new(),
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HarvestMaturePlant.new(),
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]
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var actual_step : Step = null : set = pass_to_step
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func _process(_d):
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if not GameInfo.game_data.tutorial_done:
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if not actual_step and len(steps):
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destroy_indicators()
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pass_to_step(steps.pop_front())
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if player and actual_step and actual_step.is_step_over(player):
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destroy_indicators()
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if len(steps):
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pass_to_step(steps.pop_front())
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else :
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GameInfo.game_data.tutorial_done = true
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func destroy_indicators():
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for i in indicators:
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i.queue_free()
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indicators = []
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func pass_to_step(new_step : Step):
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actual_step = new_step
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indicators = new_step.generate_indicators(camera, player)
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for i in indicators:
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add_child(i)
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class Step:
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func generate_indicator(cam : Camera2D, text : String) -> InGameIndicator:
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var new_indicator : InGameIndicator = INDICATOR_SCENE.instantiate()
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new_indicator.setup(
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cam,
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text
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)
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return new_indicator
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func generate_indicators(_cam : Camera2D, _player : Player) -> Array[InGameIndicator]:
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return []
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func is_step_over(p : Player) -> bool:
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return true
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class TakeShovelStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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for entity in p.planet.entityContainer.get_children():
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if entity is ItemObject and entity.item is Shovel:
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var indicator = generate_indicator(cam, "Take the Shovel")
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indicator.follow_entity(entity)
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return [
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indicator
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]
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printerr("No Shovel found...")
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return []
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func is_step_over(p : Player) -> bool:
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return p.inventory.length() > 0
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class DigLootStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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var indicators : Array[InGameIndicator] = []
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for entity in p.planet.entityContainer.get_children():
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if entity is UndergroundLoot:
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var indicator = generate_indicator(cam, "Dig Underground Loot")
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indicator.follow_entity(entity)
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indicators.append(
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indicator
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)
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return indicators
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func is_step_over(p : Player) -> bool:
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for entity in p.planet.entityContainer.get_children():
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if entity is ItemObject and entity.item is Seed:
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return true
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return false
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class TakeSeedStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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var indicators : Array[InGameIndicator] = []
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for entity in p.planet.entityContainer.get_children():
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if entity is ItemObject and entity.item is Seed:
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var indicator = generate_indicator(cam, "Take a seed")
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indicator.follow_entity(entity)
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indicators.append(
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indicator
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)
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return indicators
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func is_step_over(p : Player) -> bool:
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for item in p.inventory.items:
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if item is Seed:
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return true
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return false
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class PlantSeedStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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var indicator = generate_indicator(cam, "Plant the seed in decontamined zone")
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indicator.follow_game_position(Vector2(60,60) + p.planet.entityContainer.global_position)
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return [indicator]
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func is_step_over(p : Player) -> bool:
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for entity in p.planet.entityContainer.get_children():
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if entity is Plant:
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return true
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return false
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class RechargeStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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for entity in p.planet.entityContainer.get_children():
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var indicator = generate_indicator(cam, "Recharge to pass days")
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indicator.follow_entity(entity)
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if entity is RechargeStation:
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return [
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indicator
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]
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printerr("No Recharge Station found...")
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return []
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func is_step_over(p : Player) -> bool:
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return p.planet.day > 1
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class WaitMaturePlant extends Step:
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func generate_indicators(_cam : Camera2D, _p: Player) -> Array[InGameIndicator]:
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return []
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func is_step_over(p : Player) -> bool:
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for entity in p.planet.entityContainer.get_children():
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if entity is Plant and entity.state == Plant.State.MATURE:
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return true
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return false
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class HarvestMaturePlant extends Step:
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var mature_plant_number : int = 0
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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var indicators : Array[InGameIndicator] = []
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for entity in p.planet.entityContainer.get_children():
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if entity is Plant and entity.state == Plant.State.MATURE:
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var indicator = generate_indicator(cam, "Harvest mature plants with shovel")
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indicator.follow_entity(entity)
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indicators.append(
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indicator
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)
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mature_plant_number += 1
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return indicators
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func is_step_over(p : Player) -> bool:
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var actual_mature_plant_number = 0
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for entity in p.planet.entityContainer.get_children():
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if entity is Plant and entity.state == Plant.State.MATURE:
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actual_mature_plant_number += 1
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return mature_plant_number != actual_mature_plant_number
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1
gui/game/tutorial/scripts/tutorial.gd.uid
Normal file
1
gui/game/tutorial/scripts/tutorial.gd.uid
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@@ -0,0 +1 @@
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uid://beg7favg2ukbi
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10
gui/game/tutorial/tutorial.tscn
Normal file
10
gui/game/tutorial/tutorial.tscn
Normal file
@@ -0,0 +1,10 @@
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[gd_scene load_steps=2 format=3 uid="uid://dt6mptqg80dew"]
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[ext_resource type="Script" uid="uid://beg7favg2ukbi" path="res://gui/game/tutorial/scripts/tutorial.gd" id="1_ie1q8"]
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[node name="Tutorial" type="Control"]
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layout_mode = 3
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anchors_preset = 0
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offset_right = 40.0
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offset_bottom = 40.0
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script = ExtResource("1_ie1q8")
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Reference in New Issue
Block a user