Equilibrage, amélioration du tutoriel et de la clarté des éléments de gameplay

* Rajout d'une région supplémentaire pour finir le jeu, et renommage de la dernière map en "Base Borea"
* Amélioration de la clarté du détecteur
* Les objectifs du tutoriel et les indications de jeu apparaissent désormais en haut de l'écran
* Changement des étapes du tutoriel
* Amélioration de la lisibilité du voyage dans le vaisseau (avec un décompte de distance jusqu'à la fin du jeu)
* Changement de la génération de map : la zone fertile est désormais uniquement au centre de la carte, les chunks sont également plus petits
* Changement des objectifs à réaliser ainsi que des recharges, seule 8 par région désormais
* Les modificateurs de région n'évoluent plus
This commit is contained in:
2026-03-21 18:59:39 +01:00
parent 03fbf72ee9
commit 4a46492598
26 changed files with 470 additions and 271 deletions

View File

@@ -10,16 +10,15 @@ var score_mirror :
score_mirror = v
score_update(true)
var objective_text : String = "" : set = set_objective_text
func _ready():
GameInfo.game_data.current_region_data.updated.connect(_on_region_updated)
GameInfo.game_data.player_data.updated.connect(_on_player_updated)
GameInfo.game_data.current_region_data.pass_day_ended.connect(_on_region_pass_day_ended)
%ObjectiveProgressBar.visible = not "tutorial" in GameInfo.game_data.current_region_data.flags
%SimplePlantPointScore.visible = "tutorial" in GameInfo.game_data.current_region_data.flags
charge_update(GameInfo.game_data.current_region_data)
state_update(GameInfo.game_data.current_region_data)
player_update(GameInfo.game_data.player_data, false)
%EnergyInfo.reset_size()
@@ -28,6 +27,7 @@ func _ready():
score_mirror = GameInfo.game_data.current_region_data.get_score()
for p : PlantData in GameInfo.game_data.current_region_data.plants:
score_by_plant[str(p.random_seed)] = p.get_score()
set_objective_text()
func _on_player_updated(player_data : PlayerData):
player_update(player_data)
@@ -48,8 +48,6 @@ func player_update(player_data : PlayerData, with_animation = true):
else:
%NoEnergyVignette.modulate.a = 1. if player_data.energy == 0 else 0.
func _on_region_updated(region_data : RegionData):
await get_tree().create_timer(0.1).timeout
if score_mirror != region_data.get_score():
@@ -70,23 +68,19 @@ func _on_region_updated(region_data : RegionData):
score_mirror -= score_by_plant[key]
score_by_plant.erase(key)
charge_update(region_data)
state_update(region_data)
func _on_give_up_pressed():
GameInfo.game_data.give_up()
SceneManager.change_to_scene_id('ASTRA')
func charge_update(region_data : RegionData):
%RechargesLeftLabel.text = tr("%d_CHARGE_LEFT") % (region_data.charges)
func score_update(with_animation = true):
var objective_progression : float
var objective = GameInfo.game_data.current_region_data.objective
if GameInfo.game_data.current_region_data.state == RegionData.State.SUCCEEDED:
objective_progression = 1.
%ObjectiveProgressBar.text = tr("FULL")
%ObjectiveProgressBar.text = tr("FULL") + " %d" % [score_mirror]
else:
var objective = GameInfo.game_data.current_region_data.objective
objective_progression = (float(score_mirror) / max(float(objective), 1))
%ObjectiveProgressBar.text = "%d/%d" % [score_mirror, objective]
@@ -107,17 +101,11 @@ func score_update(with_animation = true):
func state_update(region_data : RegionData):
if region_data.state == RegionData.State.SUCCEEDED:
%Alert.text = "SHIP_IS_READY_TO_TAKE_OFF"
objective_text = "SHIP_IS_READY_TO_TAKE_OFF"
if "tutorial" in region_data.flags:
%Alert.text = "TUTORIAL_FINISHED"
%Alert.modulate = Color("ffa617ff")
%Alert.appear()
objective_text = "PASS_THE_MYSTERIOUS_DOOR"
elif region_data.state == RegionData.State.FAILED:
%Alert.text = "NO_RECHARGE_LEFT"
%Alert.modulate = Color("FF006E")
%Alert.appear()
else:
%Alert.disappear()
objective_text = "NO_RECHARGE_LEFT"
%GiveUpButton.visible = region_data.state == RegionData.State.FAILED
func plant_changing_score(plant_data: PlantData, amount : int):
@@ -167,16 +155,16 @@ func spawn_score_particle(
sprite_particle.queue_free()
func set_objective_text(v : String = objective_text):
objective_text = v
if is_node_ready():
if (objective_text != "" and objective_text != %ObjectiveLabel.text):
%ObjectiveAnimationPlayer.play("bump")
AudioManager.play_sfx("Screen_interaction")
%ObjectiveLabel.text = v
func _on_player_action_tried_without_energy():
$AnimationPlayer.play("no_energy_left")
func _on_player_upgraded():
$EffectAnimation.play("upgrade")
func _on_region_pass_day_ended(region:Region):
if region.data.charges == 1:
%Announce.announce(
tr("LAST_RECHARGE"),
tr("%d_GARDEN_SCORE_LEFT") % [region.data.objective - region.garden.get_score()],
Announce.RED_COLOR
)
$EffectAnimation.play("upgrade")