Dev 0.2.0
* Base Astra dev (pas terminée) * Réparation du bug du level up des mutations * Boost de la difficulté sur tous les modes * Increase backrooms distance et réparation du succès * Réparation de coquilles de textes et des logs qui ne s'affichent plus
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@@ -0,0 +1,33 @@
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[gd_resource type="ShaderMaterial" format=3 uid="uid://ukcnxnnsi8ki"]
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[ext_resource type="Shader" uid="uid://ommmdxlamjs7" path="res://common/vfx/materials/shaders/pearlescent.gdshader" id="1_5mt8x"]
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[sub_resource type="Gradient" id="Gradient_4ljrk"]
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offsets = PackedFloat32Array(0.29918033, 0.65163934, 0.8729508)
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colors = PackedColorArray(1, 0.6509804, 0.09019608, 1, 0.5058824, 0.7137255, 0.20392157, 1, 1, 0.6509804, 0.09019608, 1)
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[sub_resource type="GradientTexture1D" id="GradientTexture1D_4ljrk"]
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gradient = SubResource("Gradient_4ljrk")
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[sub_resource type="FastNoiseLite" id="FastNoiseLite_hrhcu"]
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noise_type = 0
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frequency = 0.0179
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fractal_octaves = 1
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fractal_lacunarity = 1.0
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fractal_ping_pong_strength = 0.0
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[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_cy6g2"]
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noise = SubResource("FastNoiseLite_hrhcu")
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seamless = true
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[resource]
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render_priority = 0
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shader = ExtResource("1_5mt8x")
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shader_parameter/fresnel_power = 4.745
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shader_parameter/interference_frequency = 3.54
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shader_parameter/color_ramp = SubResource("GradientTexture1D_4ljrk")
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shader_parameter/noise = SubResource("NoiseTexture2D_cy6g2")
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shader_parameter/noise_speed = 0.01
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shader_parameter/shift = Color(0.54509807, 0.1764706, 1, 1)
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shader_parameter/fresnel_color = Color(0.5882353, 0.7019608, 0.85882354, 1)
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shader_parameter/light_direction = Vector3(0, -1, 0)
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@@ -81,18 +81,18 @@ static func basic_objective_for_region(level : int) -> int:
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1: return 10
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2: return 15
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3: return 20
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4: return 30
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5: return 45
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6: return 65
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7: return 90
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4: return 40
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5: return 60
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6: return 80
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7: return 110
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8: return 150
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_: return basic_objective_for_region(level-1) + (level-2) * 5
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static func difficult_objective_for_region(level : int) -> int:
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match level:
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1: return 10
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2: return 20
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3: return 30
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_: return difficult_objective_for_region(level-1) + (level-1) * 5
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_: return difficult_objective_for_region(level-1) + (level-1) * 10
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func get_objective_multiplier() -> float:
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return 1.
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@@ -23,7 +23,9 @@ func get_destination_text() -> String:
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return tr("ESTIA_BASE")
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func get_destination_scene() -> Scene:
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return AstraEndScene.new()
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return AstraScene.new(
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false
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)
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func get_player_max_energy(difficulty_setting : int) -> int:
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if difficulty_setting == 0:
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@@ -4,6 +4,9 @@ class_name AstraEndScene
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func get_scene_id() -> String:
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return "ASTRA_BASE"
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func get_scene_icon() -> Texture:
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return preload("res://common/icons/building-factory-2.svg")
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func get_scene_path() -> String:
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return "res://stages/3d_scenes/astra_base/astra_end_base.tscn"
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@@ -1,6 +1,14 @@
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extends Scene
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class_name AstraScene
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@export var is_spawning : bool
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func _init(
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_is_spawning : bool = true,
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):
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is_spawning = _is_spawning
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func get_scene_id() -> String:
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return "ASTRA"
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@@ -17,4 +25,10 @@ func get_scene_title() -> String:
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return tr("ASTRA_FACTORY")
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func get_scene_icon() -> Texture:
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return preload("res://common/icons/building-factory-2.svg")
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return preload("res://common/icons/building-factory-2.svg")
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func _on_generated(generated_scene : Node):
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if is_spawning:
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(generated_scene as AstraBase).spawn_player()
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else:
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(generated_scene as AstraBase).arrive_player()
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@@ -102,28 +102,24 @@ const RANDOM_REGION_NAME_POOL = [
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"Looping",
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"Jarvis",
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"Orion",
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"Isitt",
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"Canaillerie",
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"Pomoa",
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"Ezeron",
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"Ebis",
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"Ecloya",
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"Vlamedun",
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"Faishostruc",
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"Slazor",
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"Plulune",
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"Fledu",
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"Jiclot",
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"Greyun",
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"Uasland",
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"Ebimeron",
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"Fosmule",
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"Ushium",
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"Nesnar",
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"Broysau",
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"Shiesal",
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"Eblie",
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"Ostraria",
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"Scev",
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"Nochuedan",
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"Woshania",
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"Eblor",
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@@ -161,7 +157,6 @@ const RANDOM_REGION_NAME_POOL = [
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"Deothe",
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"Gonides",
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"Monvelib",
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"Baccutum",
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"Cimemia",
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"Ricia",
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"Nechov",
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@@ -39,4 +39,5 @@ void fragment() {
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irridescence(VIEW, NORMAL, light_direction, UV, TIME),
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fresnel_color,
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fresnel(VIEW, NORMAL));
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EMISSION = ALBEDO;
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}
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