Dev beta 1.2

* Ajout d'un tutoriel pour recommencer
* Fix du Surchargeur de Talion qui ne fonctionnait pas
* Suppression de flou sur beaucoup d'éléments visuels pour des raisons de performances
* Augmentation du rayon de spawn du Talion
* Fix léger de la météo (suppression du brouillard lors de la pluie)
This commit is contained in:
2026-05-03 22:45:37 +02:00
parent e7da19cb15
commit 73c1c67f1e
26 changed files with 641 additions and 136 deletions

View File

@@ -33,6 +33,7 @@ signal current_region_data_updated(p : RegionData)
@export var game_mode : GameMode = GameMode.STORY
@export var dialogs_done : Array[String] = [] #Chemin des dialogues terminés
@export var tutorials_done : Array[String] = []
func start_run() -> RunData:
player_data.clear_inventory()

View File

@@ -32,27 +32,43 @@ func generate_next_run_points() -> Array[RunPoint]:
next_run_points = []
for i in range(story_step.get_run_point_number(level+1)):
var last_modifiers : Array[String] = []
if len(next_run_points):
for m in next_run_points[0].region_parameter.modifiers:
last_modifiers.append(m.modifier_name)
next_run_points.append(
generate_next_run_point()
generate_next_run_point(last_modifiers)
)
return next_run_points
func generate_next_run_point() -> RunPoint:
func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
var region_parameter = RegionParameter.new()
var next_level = level+1
var challenge_modifiers = generate_challenge_modifiers().filter(
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
var benefic_modifiers = generate_benefic_modifiers().filter(
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
var normal_modifiers = generate_normal_modifiers().filter(
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
if story_step.need_gameplay_modifier(next_level):
var is_challenge = randf() < story_step.get_challenge_chance(next_level)
if is_challenge:
region_parameter.modifiers = [
generate_challenge_modifiers().pick_random(),
generate_benefic_modifiers().pick_random()
challenge_modifiers.pick_random(),
benefic_modifiers.pick_random()
] as Array[RegionModifier]
else:
region_parameter.modifiers = [
generate_normal_modifiers().pick_random()
normal_modifiers.pick_random()
] as Array[RegionModifier]