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
This commit is contained in:
2026-07-25 12:42:42 +02:00
parent 657f40dd21
commit 3ff6d68371
53 changed files with 751 additions and 1164 deletions
+33
View File
@@ -0,0 +1,33 @@
[gd_resource type="ShaderMaterial" format=3 uid="uid://ukcnxnnsi8ki"]
[ext_resource type="Shader" uid="uid://ommmdxlamjs7" path="res://common/vfx/materials/shaders/pearlescent.gdshader" id="1_5mt8x"]
[sub_resource type="Gradient" id="Gradient_4ljrk"]
offsets = PackedFloat32Array(0.29918033, 0.65163934, 0.8729508)
colors = PackedColorArray(1, 0.6509804, 0.09019608, 1, 0.5058824, 0.7137255, 0.20392157, 1, 1, 0.6509804, 0.09019608, 1)
[sub_resource type="GradientTexture1D" id="GradientTexture1D_4ljrk"]
gradient = SubResource("Gradient_4ljrk")
[sub_resource type="FastNoiseLite" id="FastNoiseLite_hrhcu"]
noise_type = 0
frequency = 0.0179
fractal_octaves = 1
fractal_lacunarity = 1.0
fractal_ping_pong_strength = 0.0
[sub_resource type="NoiseTexture2D" id="NoiseTexture2D_cy6g2"]
noise = SubResource("FastNoiseLite_hrhcu")
seamless = true
[resource]
render_priority = 0
shader = ExtResource("1_5mt8x")
shader_parameter/fresnel_power = 4.745
shader_parameter/interference_frequency = 3.54
shader_parameter/color_ramp = SubResource("GradientTexture1D_4ljrk")
shader_parameter/noise = SubResource("NoiseTexture2D_cy6g2")
shader_parameter/noise_speed = 0.01
shader_parameter/shift = Color(0.54509807, 0.1764706, 1, 1)
shader_parameter/fresnel_color = Color(0.5882353, 0.7019608, 0.85882354, 1)
shader_parameter/light_direction = Vector3(0, -1, 0)
+6 -6
View File
@@ -81,18 +81,18 @@ static func basic_objective_for_region(level : int) -> int:
1: return 10
2: return 15
3: return 20
4: return 30
5: return 45
6: return 65
7: return 90
4: return 40
5: return 60
6: return 80
7: return 110
8: return 150
_: return basic_objective_for_region(level-1) + (level-2) * 5
static func difficult_objective_for_region(level : int) -> int:
match level:
1: return 10
2: return 20
3: return 30
_: return difficult_objective_for_region(level-1) + (level-1) * 5
_: return difficult_objective_for_region(level-1) + (level-1) * 10
func get_objective_multiplier() -> float:
return 1.
@@ -23,7 +23,9 @@ func get_destination_text() -> String:
return tr("ESTIA_BASE")
func get_destination_scene() -> Scene:
return AstraEndScene.new()
return AstraScene.new(
false
)
func get_player_max_energy(difficulty_setting : int) -> int:
if difficulty_setting == 0:
@@ -4,6 +4,9 @@ class_name AstraEndScene
func get_scene_id() -> String:
return "ASTRA_BASE"
func get_scene_icon() -> Texture:
return preload("res://common/icons/building-factory-2.svg")
func get_scene_path() -> String:
return "res://stages/3d_scenes/astra_base/astra_end_base.tscn"
@@ -1,6 +1,14 @@
extends Scene
class_name AstraScene
@export var is_spawning : bool
func _init(
_is_spawning : bool = true,
):
is_spawning = _is_spawning
func get_scene_id() -> String:
return "ASTRA"
@@ -17,4 +25,10 @@ func get_scene_title() -> String:
return tr("ASTRA_FACTORY")
func get_scene_icon() -> Texture:
return preload("res://common/icons/building-factory-2.svg")
return preload("res://common/icons/building-factory-2.svg")
func _on_generated(generated_scene : Node):
if is_spawning:
(generated_scene as AstraBase).spawn_player()
else:
(generated_scene as AstraBase).arrive_player()
+1 -6
View File
@@ -102,28 +102,24 @@ const RANDOM_REGION_NAME_POOL = [
"Looping",
"Jarvis",
"Orion",
"Isitt",
"Canaillerie",
"Pomoa",
"Ezeron",
"Ebis",
"Ecloya",
"Vlamedun",
"Faishostruc",
"Slazor",
"Plulune",
"Fledu",
"Jiclot",
"Greyun",
"Uasland",
"Ebimeron",
"Fosmule",
"Ushium",
"Nesnar",
"Broysau",
"Shiesal",
"Eblie",
"Ostraria",
"Scev",
"Nochuedan",
"Woshania",
"Eblor",
@@ -161,7 +157,6 @@ const RANDOM_REGION_NAME_POOL = [
"Deothe",
"Gonides",
"Monvelib",
"Baccutum",
"Cimemia",
"Ricia",
"Nechov",
@@ -39,4 +39,5 @@ void fragment() {
irridescence(VIEW, NORMAL, light_direction, UV, TIME),
fresnel_color,
fresnel(VIEW, NORMAL));
EMISSION = ALBEDO;
}