Ajout des mutations Sauveteuse, Adaptative et résistante, ajout des crédits du jeu et d'un splash screen (+ un peu de debug)

This commit is contained in:
2026-07-10 14:34:27 +02:00
parent 22b753c6a9
commit 3caab11468
34 changed files with 729 additions and 158 deletions
@@ -0,0 +1,19 @@
extends PlantMutation
class_name AdaptiveMutation
func get_icon() -> Texture:
return preload("res://common/icons/dna.svg")
func get_mutation_id() -> String:
return "ADAPTIVE"
func get_base_rarity() -> int:
return 0
func get_mutation_description() -> String:
return tr("ADAPTIVE_EFFECT_TEXT").format({
"mutation_probability_boost": get_mutation_probability_boost(),
})
func get_mutation_probability_boost()->float:
return level * 0.05
@@ -0,0 +1 @@
uid://blwkliqwgqs32
@@ -21,5 +21,5 @@ func mutate_score_multiplier(plant_data: PlantData, multiplier: float) -> float:
return multiplier + get_score_multiplier()
return multiplier
func get_score_multiplier()->int:
return level
func get_score_multiplier()->float:
return 0.5 * level
@@ -0,0 +1,20 @@
extends PlantMutation
class_name ResistantMutation
func get_icon() -> Texture:
return preload("res://common/icons/radioactive.svg")
func get_mutation_id() -> String:
return "RESISTANT"
func get_base_rarity() -> int:
return 0
func get_mutation_description() -> String:
return tr("RESISTANT_EFFECT_TEXT")
func is_max_level() -> bool:
return true
func allow_planting_on_decontamined_terrain(_seed : Seed) -> bool:
return true
@@ -0,0 +1 @@
uid://dfuknjnoo1fp8
@@ -0,0 +1,25 @@
extends PlantMutation
class_name SaviorMutation
func get_icon() -> Texture:
return preload("res://common/icons/lifebuoy.svg")
func get_mutation_id() -> String:
return "SAVIOR"
func get_base_rarity() -> int:
return 0
func get_mutation_description() -> String:
return tr("SAVIOR_EFFECT_TEXT").format({
"score_icon": Text.bbcode_icon(Plant.SCORE_ICON),
"score_multiplier": get_score_multiplier() + 1,
})
func mutate_score_multiplier(plant_data: PlantData, multiplier: float) -> float:
if plant_data.region_data and plant_data.region_data.charges == 0:
return multiplier + get_score_multiplier()
return multiplier
func get_score_multiplier()->float:
return 0.5 * level
@@ -0,0 +1 @@
uid://dn1qruq8wu8y7
@@ -5,7 +5,7 @@ func get_icon() -> Texture:
return preload("res://common/icons/sparkles.svg")
func get_base_rarity() -> int:
return 0
return 1
func is_max_level() -> bool:
return true