refactor du code et ajouts des quotas, avec des récompense entre chaque quota #68

This commit is contained in:
2025-09-14 19:35:43 +02:00
parent 85cd832864
commit 43bdbc3581
44 changed files with 918 additions and 339 deletions

View File

@@ -68,7 +68,7 @@ func _process(_delta):
func _on_inventory_updated(_inventory: Inventory):
if inventory.get_item():
setup_preview_zone(inventory.get_item().use_zone_radius)
setup_preview_zone(inventory.get_item().usage_zone_radius)
var item_texture = inventory.get_item().icon
%ItemSprite.texture = item_texture
%ItemSprite.scale = Vector2(
@@ -125,7 +125,7 @@ func delete_item(item: Item):
func try_use_item(item : Item, use_position : Vector2):
has_just_received_instruction = true
setup_action_zone(use_position, item.use_zone_radius)
setup_action_zone(use_position, item.usage_zone_radius)
instruction = ItemActionInstruction.new(
use_position,
item
@@ -137,7 +137,7 @@ func preview_can_use_item(item : Item) -> bool:
func can_use_item_on_zone(item : Item, zone: Area2D) -> bool:
return (
inventory.has_item(item)
and (energy - item.use_energy) >= 0
and (energy - item.energy_usage) >= 0
and item.can_use(self, zone)
)
@@ -145,7 +145,7 @@ func use_item(item : Item):
if can_use_item_on_zone(item, action_zone):
var is_item_used = item.use(self, action_zone)
if is_item_used:
energy -= item.use_energy
energy -= item.energy_usage
if item.is_one_time_use():
delete_item(item)