Encore du dev pour la béta 1
* Suppression de la mutation éphémère * Ajout des modificateur de régions normaux Sableux et Toxique * Ajout de modificateurs challenge (Rocheux, Radioactif et Contaminé) * Ajout du modificateur de région bénéfique Résonnance * Ajout d'un distributeur toutes les 3 régions * Ajout des régions challenge * Bouclage sur les couleurs des mutations après le niveau 4 * Ajout de deux nouveaux panneaux de tutoriel, un sur les informations de plantes et l'autre sur le vaisseau
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@@ -113,12 +113,14 @@ fill_from = Vector2(0.5, 0.5)
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fill_to = Vector2(1, 0.5)
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_6w4e0"]
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radius = 38.0
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height = 80.0
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radius = 29.70824
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height = 62.292908
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[node name="Door" type="Area2D" unique_id=2053096538]
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process_mode = 4
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script = ExtResource("1_8kdwv")
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icon = ExtResource("2_6w4e0")
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default_interact_text = "ENTER"
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available = false
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metadata/_custom_type_script = "uid://dyprcd68fjstf"
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@@ -2,7 +2,6 @@ extends InspectableEntity
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class_name Plant
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const PLANT_AREA_RADIUS = 20
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const PLANT_INFLUENCE_RADIUS = 100
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const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
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const RANDOM_MAX_GROW_INTERVAL = Region.MIN_PASS_DAY_ANIMATION_TIME/2. - 0.1
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@@ -76,7 +75,7 @@ func generate_collision_shape() -> CollisionShape2D:
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return collision
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func generate_influence_zone() -> PlantInfluenceZone:
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var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
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var zone = PlantInfluenceZone.new(data.get_influence_radius())
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add_child(zone)
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@@ -113,6 +113,9 @@ func get_seed_random_loose():
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return seed_random_loose
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func get_influence_radius():
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return get_plant_info().get_influence_radius()
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func get_random_seed_income():
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return max(
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get_seed_number() - randi_range(0, get_seed_random_loose()),
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@@ -142,6 +145,7 @@ func get_score_buff() -> int:
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buff = m.mutate_score_buff(self, buff)
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return buff
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func disappear():
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disappeared.emit(self )
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@@ -16,7 +16,7 @@ func _init(_radius = 100):
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func _ready():
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sprite = Circle.new()
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# sprite.z_index = 100
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sprite.radius = 100
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sprite.radius = radius
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sprite.fill = false
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sprite.width = 1
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sprite.opacity = 0.5
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@@ -110,4 +110,4 @@ static func get_rarity_color(rarity: int) -> Color:
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Color("FFA617"),
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]
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return rarity_colors[min(rarity, len(rarity_colors) - 1)]
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return rarity_colors[min(rarity, len(rarity_colors) - 1)%len(rarity_colors)]
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@@ -1,33 +0,0 @@
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extends PlantMutation
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class_name EphemeralMutation
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func get_icon() -> Texture:
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return preload("res://common/icons/butterfly.svg")
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func get_mutation_id() -> String:
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return "EPHEMERAL"
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func get_mutation_name() -> String:
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return tr("EPHEMERAL")
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func get_mutation_description() -> String:
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return tr("EPHEMERAL_EFFECT_TEXT").format({
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"seed_number": level,
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"seed_icon": Text.bbcode_icon(Plant.SEED_ICON),
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"lifetime_change": get_lifetime_change(),
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"lifetime_icon": Text.bbcode_icon(Plant.LIFETIME_ICON),
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})
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func mutate_lifetime(_plant_data: PlantData, lifetime: int) -> int:
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return lifetime + get_lifetime_change()
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func mutate_seed_number(plant_data: PlantData, seed_number: int):
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if plant_data.get_state() == PlantData.State.MATURE:
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return seed_number + level + 1
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return seed_number
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func get_seed_increase() -> int:
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return floori((level + 1.0) / 2)
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func get_lifetime_change() -> int:
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return -1
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@@ -1 +0,0 @@
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uid://bmo42h1p554nv
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@@ -39,6 +39,7 @@ func add_item(item: Item) -> bool:
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func add_tool(tool: Item) -> bool:
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if not has_item_with_name(tool.get_item_name()):
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tools.append(tool)
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current_item_ind += 1
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updated.emit(self)
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tool_added.emit(tool)
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return true
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@@ -7,8 +7,6 @@ const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
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const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
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const SCORE_ICON = preload("res://common/icons/growth.svg")
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const RARITY_POOL : Array[int] = [0,0,0,0,0,0,0,1,1,1]
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@export var plant_name : String
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@export var plant_mutations: Array[PlantMutation]
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@export var random_seed : int
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@@ -29,15 +27,15 @@ static func generate_from_parent(plant_data : PlantData) -> Seed:
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mutate_mutations(plant_data)
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)
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else :
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return Seed.new(
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return Seed.new(
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plant_data.plant_name,
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plant_data.mutations.duplicate_deep()
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)
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static func generate_random() -> Seed:
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static func generate_random(rarity := 0) -> Seed:
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var new_seed = Seed.new(
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Random.generate_random_word(),
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[generate_first_mutation()]
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[generate_first_mutation(rarity)]
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)
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return new_seed
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@@ -134,8 +132,7 @@ func get_particles() -> Array[EffectParticles.Parameters]:
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return param
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static func generate_first_mutation() -> PlantMutation:
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var rarity : int = RARITY_POOL.pick_random()
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static func generate_first_mutation(rarity := 0) -> PlantMutation:
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var possible_mutation : PlantMutation = GameInfo.game_data.progression_data.available_mutations.filter(
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func (m : PlantMutation): return m.get_base_rarity() <= rarity
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@@ -20,7 +20,7 @@ func get_artefacts() -> Array[Artefact]:
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return GameInfo.game_data.current_run.artefacts
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return []
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func _on_artefacts_updated(artefacts : Array[Artefact]):
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func update_with_artefacts(artefacts : Array[Artefact]):
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inventory.seeds_size = calculate_inventory_size(artefacts)
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max_energy = calculate_max_energy(artefacts)
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updated.emit()
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