changement du scene manager, amélioration du cockpit et autres

* refonte du scene manager
* refonte du audio manager
* premier rework des plantes
* nettoyage des dossiers/fichiers
* renommage de planète en region
* fix des run
This commit is contained in:
2026-01-23 18:06:27 +01:00
parent 62b34473b6
commit 83d462f2f4
247 changed files with 2964 additions and 3159 deletions

View File

@@ -1,12 +1,11 @@
[gd_scene load_steps=30 format=3 uid="uid://b6hscxcrj065q"]
[gd_scene load_steps=28 format=3 uid="uid://b6hscxcrj065q"]
[ext_resource type="Script" uid="uid://2p5d6vogtn82" path="res://common/audio_manager/scripts/audio_manager.gd" id="1_0tvca"]
[ext_resource type="AudioStream" uid="uid://dipnmlprwfo12" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_1.ogg" id="2_a4u5m"]
[ext_resource type="AudioStream" uid="uid://bm0tdi6bd2e65" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_2.ogg" id="3_8nsyr"]
[ext_resource type="AudioStream" uid="uid://dftxjfdqgsbd3" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_3.ogg" id="4_athui"]
[ext_resource type="AudioStream" uid="uid://dipnmlprwfo12" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_1.ogg" id="2_tuvql"]
[ext_resource type="AudioStream" uid="uid://dcbuhtc085q2x" path="res://common/audio_manager/assets/morceaux/niveau_v2/mines_phase_1.ogg" id="5_ajci6"]
[ext_resource type="AudioStream" uid="uid://bqwiaek5b5q00" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_2.ogg" id="6_ldyhq"]
[ext_resource type="AudioStream" uid="uid://d4lqhgf0lhgge" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_3.ogg" id="7_ol34x"]
[ext_resource type="AudioStream" uid="uid://bpf6witukorka" path="res://common/audio_manager/assets/morceaux/autres/main_menu.ogg" id="7_tuvql"]
[ext_resource type="AudioStream" uid="uid://brtjlgjqnrvcb" path="res://common/audio_manager/assets/morceaux/autres/truck_music.ogg" id="8_0e5ja"]
[ext_resource type="AudioStream" uid="uid://bnxsnege8qq6e" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_4.ogg" id="8_ajci6"]
[ext_resource type="AudioStream" uid="uid://dfrp66a4isnt6" path="res://common/audio_manager/assets/sfx/dig/dig_1.wav" id="9_gv65y"]
@@ -24,15 +23,6 @@
[ext_resource type="AudioStream" uid="uid://d1cpi438ep0ys" path="res://common/audio_manager/assets/sfx/announce/annnounce.wav" id="22_btfwx"]
[ext_resource type="AudioStream" uid="uid://ccq04ahrwr3bv" path="res://common/audio_manager/assets/sfx/alarm/alarm.wav" id="23_fwu3w"]
[sub_resource type="AudioStreamSynchronized" id="AudioStreamSynchronized_i5lxw"]
stream_count = 3
stream_0/stream = ExtResource("2_a4u5m")
stream_0/volume = 0.0
stream_1/stream = ExtResource("3_8nsyr")
stream_1/volume = -60.0
stream_2/stream = ExtResource("4_athui")
stream_2/volume = -60.0
[sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_ajci6"]
stream_count = 4
stream_0 = ExtResource("5_ajci6")
@@ -66,33 +56,32 @@ streams_count = 2
stream_0/stream = ExtResource("20_pu6t4")
stream_1/stream = ExtResource("21_dk5s6")
[node name="AudioManager" type="Node" node_paths=PackedStringArray("playing_soundtracks")]
[node name="AudioManager" type="Node"]
process_mode = 3
script = ExtResource("1_0tvca")
default_fade_time = 2.0
garden_phases_scores = Array[int]([0, 10, 30])
playing_soundtracks = [NodePath("Ambiance/Default")]
[node name="Ambiance" type="Node" parent="."]
unique_name_in_owner = true
[node name="Default" type="AudioStreamPlayer" parent="Ambiance"]
[node name="Exterior" type="AudioStreamPlayer" parent="Ambiance"]
unique_name_in_owner = true
stream = SubResource("AudioStreamSynchronized_i5lxw")
autoplay = true
stream = ExtResource("2_tuvql")
[node name="Musics" type="Node" parent="."]
unique_name_in_owner = true
[node name="Planet" type="AudioStreamPlayer" parent="Musics"]
[node name="Region" type="AudioStreamPlayer" parent="Musics"]
unique_name_in_owner = true
stream = SubResource("AudioStreamPlaylist_ajci6")
autoplay = true
[node name="Title" type="AudioStreamPlayer" parent="Musics"]
unique_name_in_owner = true
stream = ExtResource("7_tuvql")
[node name="Truck" type="AudioStreamPlayer" parent="Musics"]
unique_name_in_owner = true
stream = ExtResource("8_0e5ja")
autoplay = true
[node name="Sfx" type="Node" parent="."]
unique_name_in_owner = true

View File

@@ -7,132 +7,115 @@ const MAX_VOLUME = 24.
@export var default_fade_time = 1.0
@export var garden_phase = 0
@export var garden_phases_scores : Array[int]
@export var playing_soundtracks : Array[AudioStreamPlayer] = []
@export var playing_music : AudioStreamPlayer = null
@export var playing_ambiance : AudioStreamPlayer = null
var default_volumes := {}
func _ready():
GameInfo.game_data.current_planet_data_updated.connect(_on_current_planet_data_updated)
fetch_default_volumes()
setup_volume()
settings.sound_changed.connect(
func(_s) : setup_volume()
)
for player in get_all_soundtrack_players():
player.play()
for player in get_all_players():
player.stop()
fetch_default_volumes()
setup_volume()
settings.sound_changed.connect(
func(_s) : setup_volume()
)
SceneManager.scene_loaded.connect(_on_change_scene)
func _on_change_scene(scene : Scene):
play_ambiance()
match scene.scene_id:
"TITLE":
play_music("Title")
"REGION":
play_music("Region")
play_ambiance("Exterior")
"COCKPIT":
play_music("Truck")
func fetch_default_volumes():
var all_players := get_all_soundtrack_players()
all_players.append_array(get_all_sfx_players())
var all_players := get_all_players()
for player in all_players:
default_volumes[player] = player.volume_db
for player in all_players:
default_volumes[player] = player.volume_db
func setup_volume():
for player in get_all_soundtrack_players():
player.volume_db = get_volume_from_parent(player) if (
playing_soundtracks.find(player) != -1
) else MIN_VOLUME
setup_phase(player)
for player in get_all_sfx_players():
player.volume_db = get_volume_from_parent(player)
for player in get_all_players():
player.volume_db = get_volume_from_parent(player)
func get_volume_from_parent(player : AudioStreamPlayer) -> float:
var settings_volume = 0.5
var settings_volume = 0.5
if player.get_parent() == %Ambiance:
settings_volume = settings.ambiance_volume
elif player.get_parent() == %Sfx:
settings_volume = settings.sfx_volume
elif player.get_parent() == %Musics:
settings_volume = settings.music_volume
return default_volumes[player] + lerp(MIN_VOLUME, MAX_VOLUME, settings_volume)
if player.get_parent() == %Ambiance:
settings_volume = settings.ambiance_volume
elif player.get_parent() == %Sfx:
settings_volume = settings.sfx_volume
elif player.get_parent() == %Musics:
settings_volume = settings.music_volume
return default_volumes[player] + lerp(MIN_VOLUME, MAX_VOLUME, settings_volume)
func update_phase():
for player in get_all_soundtrack_players():
var playing : bool = player.volume_db != MIN_VOLUME
if playing:
await set_volume(player, MIN_VOLUME).finished
setup_phase(player)
if playing:
set_volume(player, get_volume_from_parent(player))
func get_all_players() -> Array[AudioStreamPlayer]:
var players : Array[AudioStreamPlayer] = []
players.append_array(get_players_from_node(%Musics))
players.append_array(get_players_from_node(%Ambiance))
players.append_array(get_players_from_node(%Sfx))
func get_all_soundtrack_players() -> Array[AudioStreamPlayer]:
var players : Array[AudioStreamPlayer] = []
players.append_array(get_players_from_node(%Musics))
players.append_array(get_players_from_node(%Ambiance))
return players
func get_all_sfx_players() -> Array[AudioStreamPlayer]:
return get_players_from_node(%Sfx)
return players
func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
var streams : Array[AudioStreamPlayer] = []
var streams : Array[AudioStreamPlayer] = []
for c in node.get_children():
if c is AudioStreamPlayer:
streams.append(c)
return streams
for c in node.get_children():
if c is AudioStreamPlayer:
streams.append(c)
return streams
func set_volume(player : AudioStreamPlayer, to : float, fade_time = default_fade_time) -> Tween:
var fade_tween : Tween = get_tree().create_tween()
func _on_current_planet_data_updated(planet_data : PlanetData):
if planet_data:
update_garden_phase(planet_data)
planet_data.updated.connect(update_garden_phase)
func update_garden_phase(planet_data : PlanetData):
var phase : int = garden_phase
for i in range(len(garden_phases_scores)):
if planet_data.garden_score >= garden_phases_scores[i] and i > garden_phase:
phase = i
fade_tween.tween_property(player, "volume_db", to, fade_time)
if garden_phase != phase:
update_phase()
return fade_tween
garden_phase = phase
func reset_volume(player : AudioStreamPlayer):
player.volume_db = get_volume_from_parent(player)
func enter_planet():
play_music(%Planet, true)
stop_music(%Truck, true)
func play_sfx(sfx_name : String):
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % sfx_name)
func enter_truck():
play_music(%Truck, true)
stop_music(%Planet, true)
func play_music(music_name : String = ""):
if playing_music:
await set_volume(playing_music, MIN_VOLUME).finished
if playing_music:
playing_music.stop()
reset_volume(playing_music)
playing_music = null
if music_name:
var player := %Musics.find_child(music_name) as AudioStreamPlayer
if player:
playing_music = player
player.play()
else:
printerr("Music %s not found" % music_name)
func stop_music(music : AudioStreamPlayer, with_fade = false):
if playing_soundtracks.find(music) != -1:
playing_soundtracks.remove_at(playing_soundtracks.find(music))
set_volume(music, MIN_VOLUME, with_fade)
func play_music(player : AudioStreamPlayer, with_fade = false):
playing_soundtracks.append(player)
set_volume(player, get_volume_from_parent(player), with_fade)
func setup_phase(music : AudioStreamPlayer):
if music.stream is AudioStreamSynchronized:
var sync_stream = music.stream as AudioStreamSynchronized
var phase_stream_id = min(garden_phase, sync_stream.stream_count - 1)
for i in range(sync_stream.stream_count):
sync_stream.set_sync_stream_volume(
i,
0. if i == phase_stream_id else MIN_VOLUME
)
func set_volume(music : AudioStreamPlayer, to : float, fade_time = default_fade_time) -> Tween:
var fade_tween : Tween = get_tree().create_tween()
fade_tween.tween_property(music, "volume_db", to, fade_time)
return fade_tween
func play_sfx(name : String):
var player := %Sfx.find_child(name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % name)
func play_ambiance(ambiance_name : String = ""):
if playing_ambiance:
await set_volume(playing_ambiance, MIN_VOLUME).finished
if playing_ambiance:
playing_ambiance.stop()
reset_volume(playing_ambiance)
playing_ambiance = null
if ambiance_name:
var player := %Ambiance.find_child(ambiance_name) as AudioStreamPlayer
if player:
playing_ambiance = player
player.play()
else:
printerr("Sfx %s not found" % ambiance_name)

View File

@@ -1,100 +1,31 @@
extends Resource
class_name GameData
signal current_planet_data_updated(p : PlanetData)
func _init():
set_default_unlocked()
@export var tutorial_done = false
signal current_region_data_updated(p : RegionData)
@export var settings : SettingsData = SettingsData.new()
@export var current_run : RunData = RunData.new()
@export var current_run : RunData = null
@export var current_planet_data : PlanetData : get = get_current_planet_data
@export var current_region_data : RegionData = null
@export var player_data : PlayerData = PlayerData.new()
@export var unlocked_plant_types : Array[PlantType] = []
@export var unlocked_plant_mutations : Array[PlantMutation] = []
@export var unlocked_machines : Array[MachineType] = []
@export var truck_data : TruckData = TruckData.new()
func _ready():
current_run.run_point_changed.connect(
func(): current_planet_data_updated.emit(get_current_planet_data)
)
func set_default_unlocked():
unlocked_plant_types = all_plant_types()
unlocked_plant_mutations = all_plant_mutations()
unlocked_machines = all_machines()
func reset_run():
current_run = RunData.new()
current_planet_data_updated.emit()
func start_run():
player_data.inventory.clear()
current_run = RunData.new()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):
start_region(rp.region_parameter)
)
func reset_player():
player_data = PlayerData.new()
func reset_truck():
truck_data = TruckData.new()
player_data = PlayerData.new()
func reset_all():
reset_run()
reset_player()
reset_truck()
start_run()
reset_player()
unlocked_plant_types = []
func unlock_plant_type(new_plant_type : PlantType):
if not is_plant_type_unlocked(new_plant_type):
unlocked_plant_types.append(new_plant_type.duplicate_deep())
func get_locked_plant_types() -> Array[PlantType]:
var locked_plant_type : Array[PlantType] = []
for pt in GameInfo.game_data.all_plant_types():
if not is_plant_type_unlocked(pt):
locked_plant_type.append(pt)
return locked_plant_type
func get_current_planet_data():
return current_run.get_current_planet_data()
func is_plant_type_unlocked(new_plant_type : PlantType):
return unlocked_plant_types.find_custom(
func (upt : PlantType): return new_plant_type.name == upt.name
) != -1
func all_plant_types() -> Array[PlantType]:
return [
preload("res://entities/plants/resources/plant_types/champ.tres"),
preload("res://entities/plants/resources/plant_types/chardi.tres"),
preload("res://entities/plants/resources/plant_types/ferno.tres"),
preload("res://entities/plants/resources/plant_types/maias.tres"),
preload("res://entities/plants/resources/plant_types/philea.tres"),
preload("res://entities/plants/resources/plant_types/pili.tres"),
preload("res://entities/plants/resources/plant_types/solita.tres"),
]
func all_machines() -> Array[MachineType]:
return [
preload("res://entities/interactables/machines/solar_pannel/solar_pannel.tres"),
]
func all_plant_mutations() -> Array[PlantMutation]:
return [
preload("res://entities/plants/resources/plant_mutations/ancient_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/elitist_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/ermit_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/precocious_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/quality_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/quick_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/sociable_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/strong_mutation.tres"),
]
func start_region(region_param : RegionParameter):
current_region_data = RegionData.new(region_param)
current_region_data_updated.emit(current_region_data)

View File

@@ -1,22 +1,27 @@
extends Resource
class_name RunData
const RUN_POINT_POSITION_DERIVATION = 70
enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINT_POSITION_DERIVATION = 100
const DIFFICULTY_INCREASE_BY_LEVEL = 1
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3]
const RUN_POINT_MAX_LEVEL = 10
signal run_point_changed
signal current_run_point_changed
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
@export var current_run_point : RunPoint = null
@export var current_run_point : RunPoint = null :
set(v):
current_run_point = v
current_run_point_changed.emit(v)
@export var visited_run_points : Array[RunPoint] = []
#region ------------------ Generation ------------------
func generate_first_run_point() -> RunPoint:
return RunPoint.new(0, PlanetParameter.new())
return RunPoint.new(0, RegionParameter.new())
func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
@@ -38,18 +43,18 @@ func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
func generate_next_run_point(run_point : RunPoint) -> RunPoint:
return RunPoint.new(
run_point.level + 1,
generate_difficulty_increased_planet_parameter(run_point.planet_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
generate_difficulty_increased_region_parameter(run_point.region_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
)
func generate_difficulty_increased_planet_parameter(
planet_parameter : PlanetParameter,
func generate_difficulty_increased_region_parameter(
region_parameter : RegionParameter,
difficulty : int = 1
) -> PlanetParameter:
) -> RegionParameter:
var i_diff := difficulty
var new_planet_parameter = PlanetParameter.new(
planet_parameter.charges,
planet_parameter.objective
var new_region_parameter = RegionParameter.new(
region_parameter.charges,
region_parameter.objective
)
while i_diff > 0:
@@ -58,26 +63,30 @@ func generate_difficulty_increased_planet_parameter(
DifficultyIncreaseObjective.new()
].filter(
func (mod : DifficultyModifier):
return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_planet_parameter)
return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_region_parameter)
)
var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
selected_difficulty_modifier.modify(new_planet_parameter)
selected_difficulty_modifier.modify(new_region_parameter)
i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
return new_planet_parameter
return new_region_parameter
#endregion
func get_next_run_points() -> Array[RunPoint]:
return next_run_points
func get_state() -> State:
if not current_run_point:
return State.STARTED
elif current_run_point.level == RUN_POINT_MAX_LEVEL:
return State.FINISHED
else :
return State.IN_PROGRESS
func get_current_planet_data() -> PlanetData:
if current_run_point:
return current_run_point.planet_data
else:
return null
func get_next_run_points() -> Array[RunPoint]:
if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
return []
return next_run_points
func choose_next_run_point(run_point : RunPoint) -> RunPoint:
if current_run_point:
@@ -87,22 +96,22 @@ func choose_next_run_point(run_point : RunPoint) -> RunPoint:
return current_run_point
class DifficultyModifier:
func modify(_planet_parameter : PlanetParameter):
func modify(_region_parameter : RegionParameter):
pass
func can_modifiy(_planet_parameter : PlanetParameter) -> bool:
func can_modifiy(_region_parameter : RegionParameter) -> bool:
return true
func get_difficulty_cost() -> int:
return 1
class DifficultyIncreaseObjective extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.objective += 1
func modify(region_parameter : RegionParameter):
region_parameter.objective += 1
class DifficultyDecreaseCharge extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.charges -= 1
func modify(region_parameter : RegionParameter):
region_parameter.charges -= 1
func can_modifiy(planet_parameter : PlanetParameter) -> bool:
return planet_parameter.charges >= 3
func can_modifiy(region_parameter : RegionParameter) -> bool:
return region_parameter.charges >= 3

View File

@@ -8,53 +8,30 @@ const OBJECTIVE_ICON = preload("res://common/icons/dna.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@export var level : int = 0 # X pos along the planet, and difficulty
@export var planet_parameter : PlanetParameter = PlanetParameter.new() :
@export var region_parameter : RegionParameter = RegionParameter.new() :
set(v):
planet_parameter = v
planet_data = PlanetData.new(planet_parameter)
@export var region_name : String = generate_region_name()
region_parameter = v
@export var position : int = 0 # Y pos along the planet, 0 to 360
var planet_data : PlanetData
func _init(
_level : int = 0,
_planet_parameter : PlanetParameter = PlanetParameter.new(),
_region_parameter : RegionParameter = RegionParameter.new(),
_position : int = randi_range(0,360),
_region_name : String = generate_region_name()
):
level = _level
planet_parameter = _planet_parameter
region_parameter = _region_parameter
position = _position
region_name = _region_name
planet_data = PlanetData.new(planet_parameter)
func card_info() -> CardInfo:
var info = CardInfo.new(region_name)
var info = CardInfo.new(region_parameter.name)
info.important_stat_icon = DANGER_ICON
info.important_stat_text = "%d" % level
info.type_icon = TYPE_ICON
info.stats.append_array([
CardStatInfo.new(tr("%d_GARDEN_POINTS") % planet_parameter.objective, OBJECTIVE_ICON),
CardStatInfo.new(tr("%d_CHARGES_AVAILABLE") % planet_parameter.charges, CHARGE_ICON),
CardStatInfo.new(tr("%d_GARDEN_POINTS") % region_parameter.objective, OBJECTIVE_ICON),
CardStatInfo.new(tr("%d_CHARGES_AVAILABLE") % region_parameter.charges, CHARGE_ICON),
])
return info
func generate_region_name() -> String:
var vowel = ["a","e","i","o","u","y"]
var consonants = ["b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "z", "'"]
var word_len = randf_range(4,8)
var word = ''
var last_letter_is_vowel = false
for i in range(word_len):
if last_letter_is_vowel:
word += consonants.pick_random()
else:
word += vowel.pick_random()
last_letter_is_vowel = not last_letter_is_vowel
return word.capitalize()
return info

1
common/icons/focus.svg Normal file
View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="icon icon-tabler icons-tabler-outline icon-tabler-focus"><path stroke="none" d="M0 0h24v24H0z" fill="none"/><path d="M11.5 12a.5 .5 0 1 0 1 0a.5 .5 0 1 0 -1 0" fill="#ffffff" /><path d="M3 12a9 9 0 1 0 18 0a9 9 0 1 0 -18 0" /></svg>

After

Width:  |  Height:  |  Size: 415 B

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@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://cqqlkm14lawpa"
path="res://.godot/imported/panneau_solaire_1.png-b9a4049f295152380ed394a82c03b8e2.ctex"
uid="uid://ba8vh5h3r6pr2"
path="res://.godot/imported/focus.svg-cc30e969e976522254107343300a103b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://entities/interactables/machines/solar_pannel/assets/sprites/panneau_solaire_1.png"
dest_files=["res://.godot/imported/panneau_solaire_1.png-b9a4049f295152380ed394a82c03b8e2.ctex"]
source_file="res://common/icons/focus.svg"
dest_files=["res://.godot/imported/focus.svg-cc30e969e976522254107343300a103b.ctex"]
[params]
@@ -38,3 +38,6 @@ process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

View File

@@ -0,0 +1 @@
<svg xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24" fill="none" stroke="#ffffff" stroke-width="2" stroke-linecap="round" stroke-linejoin="round" class="icon icon-tabler icons-tabler-outline icon-tabler-hand-stop"><path stroke="none" d="M0 0h24v24H0z" fill="none"/><path d="M8 13v-7.5a1.5 1.5 0 0 1 3 0v6.5" /><path d="M11 5.5v-2a1.5 1.5 0 1 1 3 0v8.5" /><path d="M14 5.5a1.5 1.5 0 0 1 3 0v6.5" /><path d="M17 7.5a1.5 1.5 0 0 1 3 0v8.5a6 6 0 0 1 -6 6h-2h.208a6 6 0 0 1 -5.012 -2.7a69.74 69.74 0 0 1 -.196 -.3c-.312 -.479 -1.407 -2.388 -3.286 -5.728a1.5 1.5 0 0 1 .536 -2.022a1.867 1.867 0 0 1 2.28 .28l1.47 1.47" /></svg>

After

Width:  |  Height:  |  Size: 651 B

View File

@@ -2,16 +2,16 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://b1n8nad43usw4"
path="res://.godot/imported/panneau_solaire_2.png-479b68803815c59c599ff8c3a78ca895.ctex"
uid="uid://3slhocr5wy3w"
path="res://.godot/imported/hand-stop.svg-bc0d0e986bcb4b50bdd5686b5bff814b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://entities/interactables/machines/solar_pannel/assets/sprites/panneau_solaire_2.png"
dest_files=["res://.godot/imported/panneau_solaire_2.png-479b68803815c59c599ff8c3a78ca895.ctex"]
source_file="res://common/icons/hand-stop.svg"
dest_files=["res://.godot/imported/hand-stop.svg-bc0d0e986bcb4b50bdd5686b5bff814b.ctex"]
[params]
@@ -38,3 +38,6 @@ process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

View File

@@ -0,0 +1,13 @@
[gd_scene load_steps=8 format=3 uid="uid://dac5wte80dwj0"]
[ext_resource type="Script" uid="uid://bb44144ckt2w7" path="res://common/scene_manager/scripts/scene_manager.gd" id="1_1c0qu"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="2_c1lr7"]
[ext_resource type="Resource" uid="uid://bvksiaiocwob5" path="res://common/scene_manager/scenes/cockpit.tres" id="3_e28ni"]
[ext_resource type="Resource" uid="uid://bvgdq43fpl1xs" path="res://common/scene_manager/scenes/intro.tres" id="4_msho1"]
[ext_resource type="Resource" uid="uid://boqgwjyxyb45r" path="res://common/scene_manager/scenes/region.tres" id="5_ytog4"]
[ext_resource type="Resource" uid="uid://c27wenetitwm" path="res://common/scene_manager/scenes/region_selection.tres" id="6_chs32"]
[ext_resource type="Resource" uid="uid://diro74w272onp" path="res://common/scene_manager/scenes/title.tres" id="7_ol3d5"]
[node name="SceneManager" type="Node"]
script = ExtResource("1_1c0qu")
scenes = Array[ExtResource("2_c1lr7")]([ExtResource("3_e28ni"), ExtResource("4_msho1"), ExtResource("5_ytog4"), ExtResource("6_chs32"), ExtResource("7_ol3d5")])

View File

@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://bvksiaiocwob5"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_tkiq8"]
[resource]
script = ExtResource("1_tkiq8")
scene_id = "COCKPIT"
scene_path = "res://stages/cockpit/cockpit.tscn"
mouse_captured = true
metadata/_custom_type_script = "uid://1ejbvr3431ac"

View File

@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://bvgdq43fpl1xs"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_6ws88"]
[resource]
script = ExtResource("1_6ws88")
scene_id = "INTRO"
scene_path = "res://stages/intro/intro.tscn"
metadata/_custom_type_script = "uid://1ejbvr3431ac"

View File

@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://boqgwjyxyb45r"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_10qbh"]
[resource]
script = ExtResource("1_10qbh")
scene_id = "REGION"
scene_path = "res://stages/terrain/region/region.tscn"
need_terrain_generated = true
metadata/_custom_type_script = "uid://1ejbvr3431ac"

View File

@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://c27wenetitwm"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_smjh0"]
[resource]
script = ExtResource("1_smjh0")
scene_id = "REGION_SELECTION"
scene_path = "res://stages/region_selection/region_selection.tscn"
metadata/_custom_type_script = "uid://1ejbvr3431ac"

View File

@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://diro74w272onp"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_48g2j"]
[resource]
script = ExtResource("1_48g2j")
scene_id = "TITLE"
scene_path = "res://stages/title_screen/title_screen.tscn"
metadata/_custom_type_script = "uid://1ejbvr3431ac"

View File

@@ -0,0 +1,7 @@
extends Resource
class_name Scene
@export var scene_id : String
@export_file_path() var scene_path : String
@export var mouse_captured := false
@export var need_terrain_generated := false

View File

@@ -0,0 +1 @@
uid://1ejbvr3431ac

View File

@@ -1,25 +1,39 @@
extends Node
const TITLE_SCREEN = "res://stages/title_screen/title_screen.tscn"
const PLANET_SCENE = "res://stages/terrain/planet/planet.tscn"
const TRUCK_SCENE = "res://stages/terrain/truck/truck.tscn"
const INTRO_SCENE = "res://stages/intro/intro.tscn"
const COCKPIT_SCENE = "res://stages/cockpit/cockpit.tscn"
const REGION_SELECTION_SCREEN = "res://stages/region_selection/region_selection.tscn"
@export var scenes : Array[Scene]
signal scene_loaded
signal scene_node_ready
signal scene_loaded(scene : Scene)
signal scene_node_ready(scene : Scene)
var loading_scene = false
var generating_node = false
var scene_to_load := ""
var actual_scene : Scene = null
var next_scene_node : Node
@onready var current_scene_node : Node = get_tree().root.get_children().back()
func change_scene(scene_path : String, with_loading = true):
func search_scenes(scene_id : String) -> Scene:
var scene_pos : int = scenes.find_custom(
func (s : Scene):
return s.scene_id == scene_id
)
if scene_pos == -1:
return null
else :
return scenes[scene_pos]
func change_scene(scene_id : String, with_loading = true):
if loading_scene or generating_node:
await scene_node_ready
var scene = search_scenes(scene_id)
if not scene:
printerr("Scene %s not found" % scene_id)
return
actual_scene = scene
loading_scene = true
scene_to_load = scene_path
ResourceLoader.load_threaded_request(scene_to_load)
var scene_path_to_load = scene.scene_path
ResourceLoader.load_threaded_request(scene_path_to_load)
LoadingScreen.loading_text = "LOADING_SCENE"
var scene_to_hide = current_scene_node
if with_loading:
@@ -31,16 +45,16 @@ func change_scene(scene_path : String, with_loading = true):
if loading_scene:
await scene_loaded
next_scene_node = ResourceLoader.load_threaded_get(scene_to_load).instantiate()
next_scene_node = ResourceLoader.load_threaded_get(scene_path_to_load).instantiate()
if next_scene_node.has_method("hide"):
next_scene_node.hide()
get_tree().root.add_child(next_scene_node)
generating_node = true
if next_scene_node is Planet:
if scene.need_terrain_generated:
LoadingScreen.loading_text = "GENERATING_TERRAIN"
if generating_node:
await scene_node_ready
await scene_node_ready
if current_scene_node:
current_scene_node.queue_free()
@@ -48,23 +62,27 @@ func change_scene(scene_path : String, with_loading = true):
if current_scene_node.has_method("show"):
current_scene_node.show()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if scene.mouse_captured else Input.MOUSE_MODE_VISIBLE
if with_loading:
LoadingScreen.hide_loading_screen()
func _process(_delta):
if loading_scene:
var progress = []
var load_status := ResourceLoader.load_threaded_get_status(scene_to_load, progress)
var load_status := ResourceLoader.load_threaded_get_status(actual_scene.scene_path, progress)
LoadingScreen.loading_value = progress[0]
if load_status == ResourceLoader.THREAD_LOAD_LOADED:
loading_scene = false
scene_loaded.emit()
scene_loaded.emit(actual_scene)
if load_status == ResourceLoader.THREAD_LOAD_FAILED or load_status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
printerr()
elif generating_node:
if next_scene_node is Planet:
if next_scene_node is Region:
LoadingScreen.loading_value = next_scene_node.generated_value
if next_scene_node.is_generated:
generating_node = false
scene_node_ready.emit()
elif next_scene_node.is_node_ready():
generating_node = false
scene_node_ready.emit()
scene_node_ready.emit(actual_scene)

View File

@@ -2,33 +2,33 @@ class_name Math
static func get_chunk_from_pos(coord) -> Vector2i:
return Vector2i(
floori(coord.x / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE)),
floori(coord.y / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE))
floori(coord.x / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE)),
floori(coord.y / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE))
)
static func get_tile_from_pos(coord) -> Vector2i:
return Vector2i(
floori(coord.x / (Planet.TILE_SIZE)),
floori(coord.y / (Planet.TILE_SIZE)),
floori(coord.x / (Region.TILE_SIZE)),
floori(coord.y / (Region.TILE_SIZE)),
)
static func get_tiles_in_circle(center: Vector2, radius : float) -> Array[Vector2i]:
var tiles : Array[Vector2i] = []
for x in range(
floori((center.x - radius/2.) / Planet.TILE_SIZE),
ceili((center.x + radius/2.) / Planet.TILE_SIZE),
floori((center.x - radius/2.) / Region.TILE_SIZE),
ceili((center.x + radius/2.) / Region.TILE_SIZE),
):
for y in range(
floori((center.y - radius/2.) / Planet.TILE_SIZE),
ceili((center.y + radius/2.) / Planet.TILE_SIZE),
floori((center.y - radius/2.) / Region.TILE_SIZE),
ceili((center.y + radius/2.) / Region.TILE_SIZE),
):
if is_tile_on_circle(Vector2i(x,y), center, radius):
tiles.append(Vector2i(x,y))
return tiles
static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, circle_radius : float) -> bool:
var absolute_tile_pos : Vector2 = tile_coord * Planet.TILE_SIZE
var absolute_tile_pos : Vector2 = tile_coord * Region.TILE_SIZE
# Loop over tile corners to know if the area collide
var corners : Array[Vector2] = []
@@ -36,8 +36,8 @@ static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, cir
for y in [0,1]:
corners.append(
absolute_tile_pos
+ Vector2.RIGHT * x * Planet.TILE_SIZE
+ Vector2.DOWN * y * Planet.TILE_SIZE
+ Vector2.RIGHT * x * Region.TILE_SIZE
+ Vector2.DOWN * y * Region.TILE_SIZE
)
# Check if segment touch area

View File

@@ -0,0 +1,45 @@
class_name Random
const MIN_WORD_LEN = 4
const MAX_WORD_LEN = 8
const VOWEL = ["a","e","i","o","u","y"]
const CONSONANTS = ["b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "z"]
static func generate_random_name(random_seed = randi()) -> String:
var word_len = randf_range(4,8)
var word = ''
var last_letter_is_vowel = false
for i in range(word_len):
if last_letter_is_vowel:
word += CONSONANTS.pick_random()
else:
word += VOWEL.pick_random()
last_letter_is_vowel = not last_letter_is_vowel
return word.capitalize()
static func mutate_name(word : String) -> String:
return word
# TODO
func shorten_name(word : String):
if randi()%2 == 0:
return word.left(len(word) - 1).capitalize()
else :
return word.right(len(word) - 1).capitalize()
func elongate_name(word : String):
if randi()%2 == 0:
var letter = CONSONANTS.pick_random() if word.left(1) in VOWEL else VOWEL.pick_random()
return (letter + word).capitalize()
else :
var letter = CONSONANTS.pick_random() if word.right(1) in VOWEL else VOWEL.pick_random()
return (word + letter).capitalize()
func replace_character(word : String):
# TODO
return word

View File

@@ -0,0 +1 @@
uid://ukeanrcup7of

View File

@@ -0,0 +1,272 @@
shader_type spatial;
render_mode unshaded, blend_mix, depth_draw_never, depth_test_disabled;
/*
AUTHOR: Hannah "EMBYR" Crawford
ENGINE_VERSION: 4.0.3
HOW TO USE:
1. Create a MeshInstance3D node and place it in your scene.
2. Set it's size to 2x2.
3. Enable the "Flip Faces" option.
4. Create a new shader material with this shader.
5. Assign the material to the MeshInstance3D
LIMITATIONS:
Does not work well with TAA enabled.
MOBILE_NOTES:
The mobile renderer does not have access to the normal_roughness texture
so we must rely on techniques to reconstruct this information from the
depth buffer.
If you require support on mobile please uncomment the SUPPORT_MOBILE line
below. I have done my best to match the appearance between the two modes
however, mobile does not take into account smooth-shaded faces.
The high-quality reconstruction method used on mobile is rather heavy on
texture samples. If you would like to use the lower-quality recontruction
method for better performance, please uncomment the NAIVE_NORMAL_RECONSTRUCTION
line below.
*/
//#define SUPPORT_MOBILE
//#define NAIVE_NORMAL_RECONSTRUCTION
group_uniforms outline;
uniform vec4 outlineColor: source_color = vec4(0.0, 0.0, 0.0, 0.78);
uniform float depth_threshold = 0.025;
uniform float normal_threshold : hint_range(0.0, 1.5) = 0.5;
uniform float normal_smoothing : hint_range(0.0, 1.0) = 0.25;
group_uniforms thickness;
uniform float max_thickness: hint_range(0.0, 5.0) = 1.3;
uniform float min_thickness = 0.5;
uniform float max_distance = 75.0;
uniform float min_distance = 2.0;
group_uniforms grazing_prevention;
uniform float grazing_fresnel_power = 5.0;
uniform float grazing_angle_mask_power = 1.0;
uniform float grazing_angle_modulation_factor = 50.0;
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear, repeat_disable;
#ifndef SUPPORT_MOBILE
uniform sampler2D NORMR_TEXTURE : hint_normal_roughness_texture, filter_linear, repeat_disable;
#else
varying flat mat4 model_view_matrix;
#endif// !SUPPORT_MOBILE
struct UVNeighbors {
vec2 center;
vec2 left; vec2 right; vec2 up; vec2 down;
vec2 top_left; vec2 top_right; vec2 bottom_left; vec2 bottom_right;
};
struct NeighborDepthSamples {
float c_d;
float l_d; float r_d; float u_d; float d_d;
float tl_d; float tr_d; float bl_d; float br_d;
};
UVNeighbors getNeighbors(vec2 center, float width, float aspect) {
vec2 h_offset = vec2(width * aspect * 0.001, 0.0);
vec2 v_offset = vec2(0.0, width * 0.001);
UVNeighbors n;
n.center = center;
n.left = center - h_offset;
n.right = center + h_offset;
n.up = center - v_offset;
n.down = center + v_offset;
n.top_left = center - (h_offset - v_offset);
n.top_right = center + (h_offset - v_offset);
n.bottom_left = center - (h_offset + v_offset);
n.bottom_right = center + (h_offset + v_offset);
return n;
}
float getMinimumDepth(NeighborDepthSamples ds){
return min(ds.c_d, min(ds.l_d, min(ds.r_d, min(ds.u_d, min(ds.d_d, min(ds.tl_d, min(ds.tr_d, min(ds.bl_d, ds.br_d))))))));
}
float getLinearDepth(float depth, vec2 uv, mat4 inv_proj) {
vec3 ndc = vec3(uv * 2.0 - 1.0, depth);
vec4 view = inv_proj * vec4(ndc, 1.0);
view.xyz /= view.w;
return -view.z;
}
NeighborDepthSamples getLinearDepthSamples(UVNeighbors uvs, sampler2D depth_tex, mat4 invProjMat) {
NeighborDepthSamples result;
result.c_d = getLinearDepth(texture(depth_tex, uvs.center).r, uvs.center, invProjMat);
result.l_d = getLinearDepth(texture(depth_tex, uvs.left).r , uvs.left , invProjMat);
result.r_d = getLinearDepth(texture(depth_tex, uvs.right).r , uvs.right , invProjMat);
result.u_d = getLinearDepth(texture(depth_tex, uvs.up).r , uvs.up , invProjMat);
result.d_d = getLinearDepth(texture(depth_tex, uvs.down).r , uvs.down , invProjMat);
result.tl_d = getLinearDepth(texture(depth_tex, uvs.top_left).r, uvs.top_left, invProjMat);
result.tr_d = getLinearDepth(texture(depth_tex, uvs.top_right).r, uvs.top_right, invProjMat);
result.bl_d = getLinearDepth(texture(depth_tex, uvs.bottom_left).r, uvs.bottom_left, invProjMat);
result.br_d = getLinearDepth(texture(depth_tex, uvs.bottom_right).r, uvs.bottom_right, invProjMat);
return result;
}
float remap(float v, float from1, float to1, float from2, float to2) {
return (v - from1) / (to1 - from1) * (to2 - from2) + from2;
}
float fresnel(float amount, vec3 normal, vec3 view) {
return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount);
}
float getGrazingAngleModulation(vec3 pixel_normal, vec3 view) {
float x = clamp(((fresnel(grazing_fresnel_power, pixel_normal, view) - 1.0) / grazing_angle_mask_power) + 1.0, 0.0, 1.0);
return (x + grazing_angle_modulation_factor) + 1.0;
}
float detectEdgesDepth(NeighborDepthSamples depth_samples, vec3 pixel_normal, vec3 view) {
float n_total =
depth_samples.l_d +
depth_samples.r_d +
depth_samples.u_d +
depth_samples.d_d +
depth_samples.tl_d +
depth_samples.tr_d +
depth_samples.bl_d +
depth_samples.br_d;
float t = depth_threshold * getGrazingAngleModulation(pixel_normal, view);
return step(t, n_total - (depth_samples.c_d * 8.0));
}
// Reconstruction helpers
// Source: https://www.reddit.com/r/godot/comments/v70p2k/improved_normal_from_depth/
#ifdef SUPPORT_MOBILE
vec3 reconstructWorldPosition(float depth, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam){
vec4 pos = inverse(model_view) * inv_proj * vec4((screen_uv * 2.0 - 1.0), depth * 2.0 - 1.0, 1.0);
pos.xyz /= (pos.w + 0.0001 * (1.-abs(sign(pos.w))));
return (pos * inv_cam).xyz + world[3].xyz;
}
#ifndef NAIVE_NORMAL_RECONSTRUCTION
vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
vec2 e = vec2(1.0 / viewport_size);
float c0 = texture(depth_tex, screen_uv ).r;
float l2 = texture(depth_tex, screen_uv - vec2(2,0) * e).r;
float l1 = texture(depth_tex, screen_uv - vec2(1,0) * e).r;
float r1 = texture(depth_tex, screen_uv + vec2(1,0) * e).r;
float r2 = texture(depth_tex, screen_uv + vec2(2,0) * e).r;
float b2 = texture(depth_tex, screen_uv - vec2(0,2) * e).r;
float b1 = texture(depth_tex, screen_uv - vec2(0,1) * e).r;
float t1 = texture(depth_tex, screen_uv + vec2(0,1) * e).r;
float t2 = texture(depth_tex, screen_uv + vec2(0,2) * e).r;
float dl = abs(l1 * l2 / (2.0 * l2 - l1) - c0);
float dr = abs(r1 * r2 / (2.0 * r2 - r1) - c0);
float db = abs(b1 * b2 / (2.0 * b2 - b1) - c0);
float dt = abs(t1 * t2 / (2.0 * t2 - t1) - c0);
vec3 ce = reconstructWorldPosition(c0, model_view, inv_proj, screen_uv, world, inv_cam);
vec3 dpdx = (dl<dr) ? ce-reconstructWorldPosition(l1, model_view, inv_proj, screen_uv - vec2(1,0) * e, world, inv_cam) :
-ce+reconstructWorldPosition(r1, model_view, inv_proj, screen_uv + vec2(1,0) * e, world, inv_cam) ;
vec3 dpdy = (db<dt) ? ce-reconstructWorldPosition(b1, model_view, inv_proj, screen_uv - vec2(0,1) * e, world, inv_cam) :
-ce+reconstructWorldPosition(t1, model_view, inv_proj, screen_uv + vec2(0,1) * e, world, inv_cam) ;
return normalize(cross(dpdx,dpdy));
}
#else
vec3 reconstructWorldNormal(sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size) {
vec3 pos = reconstructWorldPosition(texture(depth_tex, screen_uv).x, model_view, inv_proj, screen_uv, world, inv_cam);
return normalize(cross(dFdx(pos), dFdy(pos)));
}
#endif//!NAIVE_NORMAL_RECONSTRUCTION
float detectEdgesNormalReconstructed(UVNeighbors uvs, sampler2D depth_tex, mat4 model_view, mat4 inv_proj, vec2 screen_uv, mat4 world, mat4 inv_cam, vec2 viewport_size){
vec3 n_u = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.up, world, inv_cam, viewport_size);
vec3 n_d = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.down, world, inv_cam, viewport_size);
vec3 n_l = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.left, world, inv_cam, viewport_size);
vec3 n_r = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.right, world, inv_cam, viewport_size);
vec3 n_tl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_left, world, inv_cam, viewport_size);
vec3 n_tr = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.top_right, world, inv_cam, viewport_size);
vec3 n_bl = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_left, world, inv_cam, viewport_size);
vec3 n_br = reconstructWorldNormal(depth_tex, model_view, inv_proj, uvs.bottom_right, world, inv_cam, viewport_size);
vec3 normalFiniteDifference0 = n_tr - n_bl;
vec3 normalFiniteDifference1 = n_tl - n_br;
vec3 normalFiniteDifference2 = n_l - n_r;
vec3 normalFiniteDifference3 = n_u - n_d;
float edgeNormal = sqrt(
dot(normalFiniteDifference0, normalFiniteDifference0) +
dot(normalFiniteDifference1, normalFiniteDifference1) +
dot(normalFiniteDifference2, normalFiniteDifference2) +
dot(normalFiniteDifference3, normalFiniteDifference3)
) * 0.5;
return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
}
#else
float detectEdgesNormal(UVNeighbors uvs, sampler2D normTex, vec3 camDirWorld){
vec3 n_u = texture(normTex, uvs.up).xyz;
vec3 n_d = texture(normTex, uvs.down).xyz;
vec3 n_l = texture(normTex, uvs.left).xyz;
vec3 n_r = texture(normTex, uvs.right).xyz;
vec3 n_tl = texture(normTex, uvs.top_left).xyz;
vec3 n_tr = texture(normTex, uvs.top_right).xyz;
vec3 n_bl = texture(normTex, uvs.bottom_left).xyz;
vec3 n_br = texture(normTex, uvs.bottom_right).xyz;
vec3 normalFiniteDifference0 = n_tr - n_bl;
vec3 normalFiniteDifference1 = n_tl - n_br;
vec3 normalFiniteDifference2 = n_l - n_r;
vec3 normalFiniteDifference3 = n_u - n_d;
float edgeNormal = sqrt(
dot(normalFiniteDifference0, normalFiniteDifference0) +
dot(normalFiniteDifference1, normalFiniteDifference1) +
dot(normalFiniteDifference2, normalFiniteDifference2) +
dot(normalFiniteDifference3, normalFiniteDifference3)
);
return smoothstep(normal_threshold - normal_smoothing, normal_threshold + normal_smoothing, edgeNormal);
}
#endif//SUPPORT_MOBILE
void vertex() {
POSITION = vec4(VERTEX, 1.0);
#ifdef SUPPORT_MOBILE
model_view_matrix = INV_VIEW_MATRIX * mat4(VIEW_MATRIX[0],VIEW_MATRIX[1],VIEW_MATRIX[2],VIEW_MATRIX[3]);;
#endif
}
void fragment() {
float aspect = float(VIEWPORT_SIZE.y) / float(VIEWPORT_SIZE.x);
UVNeighbors n = getNeighbors(SCREEN_UV, max_thickness, aspect);
NeighborDepthSamples depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float min_d = getMinimumDepth(depth_samples);
float thickness = clamp(remap(min_d, min_distance, max_distance, max_thickness, min_thickness), min_thickness, max_thickness);
float fade_a = clamp(remap(min_d, min_distance, max_distance, 1.0, 0.0), 0.0, 1.0);
n = getNeighbors(SCREEN_UV, thickness, aspect);
depth_samples = getLinearDepthSamples(n, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
#ifndef SUPPORT_MOBILE
vec3 pixel_normal = texture(NORMR_TEXTURE, SCREEN_UV).xyz;
#else
vec3 pixel_normal = reconstructWorldNormal(DEPTH_TEXTURE, model_view_matrix, INV_PROJECTION_MATRIX, SCREEN_UV, MODEL_MATRIX, INV_VIEW_MATRIX, VIEWPORT_SIZE.xy);
#endif
float depthEdges = detectEdgesDepth(depth_samples, pixel_normal, VIEW);
#ifndef SUPPORT_MOBILE
float normEdges = min(detectEdgesNormal(n, NORMR_TEXTURE, CAMERA_DIRECTION_WORLD), 1.0);
#else
float normEdges = min(detectEdgesNormalReconstructed(n, DEPTH_TEXTURE, model_view_matrix, INV_PROJECTION_MATRIX, SCREEN_UV, MODEL_MATRIX, INV_VIEW_MATRIX, VIEWPORT_SIZE.xy), 1.0);
#endif
ALBEDO.rgb = outlineColor.rgb;
ALPHA = max(depthEdges, normEdges) * outlineColor.a * fade_a;
}

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@@ -0,0 +1 @@
uid://b14e5ju3o3bvs

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@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://lajbj05iuxut"
path="res://.godot/imported/baguera.wav-a0e2179506d9f51c2a553ff65014308b.sample"
[deps]
source_file="res://dialogs/characters/typing_sounds/baguera.wav"
dest_files=["res://.godot/imported/baguera.wav-a0e2179506d9f51c2a553ff65014308b.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2

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@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://xkiwnglpsqi0"
path="res://.godot/imported/sigourney_weaver.wav-045b3fe21e9c1474adb4b65507740115.sample"
[deps]
source_file="res://dialogs/characters/typing_sounds/sigourney_weaver.wav"
dest_files=["res://.godot/imported/sigourney_weaver.wav-045b3fe21e9c1474adb4b65507740115.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2

View File

@@ -6,71 +6,71 @@ const ITEM_SPRITE_SIZE = 40.
const SPRITE_SCENE : PackedScene = preload("res://entities/interactables/item_object/item_object_sprite.tscn")
@export var item : Item :
set(_item):
item = _item
if object_sprite:
object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
object_sprite.generate_particles(item.get_particles())
set(_item):
item = _item
if object_sprite:
object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
object_sprite.generate_particles(item.get_particles())
@onready var object_sprite : ItemObjectSprite = generate_sprite()
func _init(_item = null):
if _item:
item = _item
if _item:
item = _item
func _ready():
generate_collision(ITEM_AREA_WIDTH)
if item and object_sprite:
object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
object_sprite.generate_particles(item.get_particles())
generate_collision(ITEM_AREA_WIDTH)
if item and object_sprite:
object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
object_sprite.generate_particles(item.get_particles())
func pointer_text() -> String:
var name_suffix = ""
var name_suffix = ""
if item is Seed:
name_suffix = tr("SEED")
if item is Package:
name_suffix = tr("PACKAGE")
if item is Seed:
name_suffix = tr("SEED")
if item is Package:
name_suffix = tr("PACKAGE")
return item.name + (" " + name_suffix if name_suffix else "")
return item.name + (" " + name_suffix if name_suffix else "")
func interact_text():
return tr("TAKE")
return tr("TAKE")
func card_info() -> CardInfo:
return item.card_info()
return item.card_info()
func interact(player : Player) -> bool:
player.pick_item(item)
pickup_animation(player)
return true
player.pick_item(item)
pickup_animation(player)
return true
func pickup_animation(player : Player):
available = false
var tween : Tween = get_tree().create_tween()
available = false
var tween : Tween = get_tree().create_tween()
tween.tween_property(self, "position", player.position, 0.2)
tween.tween_callback(
func():
Pointer.stop_inspect(self)
queue_free()
)
if object_sprite:
object_sprite.pickup_animation()
tween.tween_property(self, "position", player.position, 0.2)
tween.tween_callback(
func():
Pointer.stop_inspect(self)
queue_free()
)
if object_sprite:
object_sprite.pickup_animation()
func generate_sprite() -> ItemObjectSprite:
var sprite_node = SPRITE_SCENE.instantiate() as ItemObjectSprite
add_child(sprite_node)
var sprite_node = SPRITE_SCENE.instantiate() as ItemObjectSprite
add_child(sprite_node)
if item:
sprite_node.apply_texture_to_sprite(
item.icon,
ITEM_SPRITE_SIZE
)
if item:
sprite_node.apply_texture_to_sprite(
item.icon,
ITEM_SPRITE_SIZE
)
return sprite_node
return sprite_node
func save() -> EntityData:
return ItemObjectData.new(self)
return ItemObjectData.new(self)

View File

@@ -7,5 +7,5 @@ func _init(e : ItemObject):
position = e.global_position
item = e.item
func load() -> Entity:
func load_entity() -> Entity:
return ItemObject.new(item)

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@@ -3,15 +3,15 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://dlrj7tyi5wfh8"
path="res://.godot/imported/truck_ladder.png-00d93dc49c0cc6457febb75d7b82dec4.ctex"
path="res://.godot/imported/truck_ladder.png-925870bf5fd0f6bfe7226189e1ff2e75.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://entities/interactables/truck/assets/sprites/truck_ladder.png"
dest_files=["res://.godot/imported/truck_ladder.png-00d93dc49c0cc6457febb75d7b82dec4.ctex"]
source_file="res://entities/interactables/ladder/assets/truck_ladder.png"
dest_files=["res://.godot/imported/truck_ladder.png-925870bf5fd0f6bfe7226189e1ff2e75.ctex"]
[params]

View File

@@ -0,0 +1,170 @@
[gd_scene load_steps=12 format=3 uid="uid://cg1visg52i21a"]
[ext_resource type="Script" uid="uid://buimaomxu01wj" path="res://entities/interactables/ladder/scripts/ladder.gd" id="1_26qdk"]
[ext_resource type="Texture2D" uid="uid://dlrj7tyi5wfh8" path="res://entities/interactables/ladder/assets/truck_ladder.png" id="2_xila4"]
[ext_resource type="Texture2D" uid="uid://dex283rx00fjb" path="res://common/icons/logout.svg" id="3_214ms"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_hslnw"]
radius = 26.0
height = 112.0
[sub_resource type="AtlasTexture" id="AtlasTexture_gmirm"]
atlas = ExtResource("2_xila4")
region = Rect2(205, 157, 87, 208)
[sub_resource type="Animation" id="Animation_4ixvu"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:scale")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(1, 1)]
}
[sub_resource type="Animation" id="Animation_214ms"]
resource_name = "Pulse"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:scale")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.4, 0.8),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 0,
"values": [Vector2(1, 1), Vector2(1.4, 1.4), Vector2(1, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_px7p1"]
_data = {
&"Pulse": SubResource("Animation_214ms"),
&"RESET": SubResource("Animation_4ixvu")
}
[sub_resource type="Animation" id="Animation_bgoyn"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("TruckLadder:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Vector2(-1.25, -30)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Icon:self_modulate:a")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0.0]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("TruckLadder:modulate:a")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0.0]
}
[sub_resource type="Animation" id="Animation_xvoyd"]
resource_name = "appear"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("TruckLadder:position")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.7),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Vector2(0, -108), Vector2(-1.25, -30)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Icon:self_modulate:a")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0.6666667, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0.0, 1.0]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("TruckLadder:modulate:a")
tracks/2/interp = 2
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0.0, 1.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_orxxj"]
_data = {
&"RESET": SubResource("Animation_bgoyn"),
&"appear": SubResource("Animation_xvoyd")
}
[node name="Ladder" type="Area2D"]
script = ExtResource("1_26qdk")
default_interact_text = "ENTER_TRUCK"
default_info_title = "TRUCK_ENTRANCE"
default_info_desc = "LADDER_DESC_TEXT"
metadata/_custom_type_script = "uid://dyprcd68fjstf"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.25, -28)
shape = SubResource("CapsuleShape2D_hslnw")
[node name="TruckLadder" type="Sprite2D" parent="."]
modulate = Color(1, 1, 1, 0)
position = Vector2(-1.25, -30)
scale = Vector2(0.5, 0.5)
texture = SubResource("AtlasTexture_gmirm")
[node name="Icon" type="Sprite2D" parent="."]
self_modulate = Color(1, 1, 1, 0)
position = Vector2(0.75, -29.000004)
texture = ExtResource("3_214ms")
[node name="IconAnimationPlayer" type="AnimationPlayer" parent="Icon"]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_px7p1")
}
autoplay = "RESET"
[node name="LadderAnimationPlayer" type="AnimationPlayer" parent="."]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_orxxj")
}

View File

@@ -0,0 +1,20 @@
extends Interactable
class_name Ladder
func _ready():
appear()
# hide()
GameInfo.game_data.current_region_data.updated.connect(
func (region_data : RegionData):
if region_data.get_state() == RegionData.State.SUCCEEDED or region_data.get_state() == RegionData.State.FAILED:
%IconAnimationPlayer.play("Pulse")
)
func appear():
show()
%LadderAnimationPlayer.play("appear")
func interact(p : Player):
p.region.save()
SceneManager.change_scene("COCKPIT")
return true

View File

@@ -1,27 +0,0 @@
extends Interactable
class_name Machine
const MAX_MACHINE_LEVEL = 3
var level : int = 1
var type : MachineType
func pointer_text() -> String:
return type.name
static func get_level_color(l : int) -> Color:
match l:
1: return Color("4ed38a")
2: return Color("4ec6ee")
3: return Color("bd70e2")
_: return Color("bd70e2")
static func instantiate_machine(machine_type : MachineType, machine_level = 1) -> Machine:
var new_machine : Machine = machine_type.scene.instantiate() as Machine
new_machine.level = machine_level
new_machine.type = machine_type
return new_machine
func save() -> EntityData:
return MachineData.new(self)

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@@ -1 +0,0 @@
uid://du7qppxobx5nd

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@@ -1,13 +0,0 @@
extends EntityData
class_name MachineData
@export var level : int
@export var type : MachineType
func _init(m : Machine):
position = m.global_position
level = m.level
type = m.type
func load() -> Entity:
return Machine.instantiate_machine(type, level)

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@@ -1 +0,0 @@
uid://b24o2jgqvfact

View File

@@ -1,6 +0,0 @@
extends Resource
class_name MachineType
@export var name : String
@export var scene : PackedScene
@export_multiline var description : String

View File

@@ -1 +0,0 @@
uid://bepx311a3f0o

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@@ -1,90 +0,0 @@
extends Machine
class_name SolarPanel
const ENERGY_ICON = preload("res://common/icons/bolt.svg")
var charged : bool = false
var recharge_days : int = 0
func get_days_to_recharge(l : int = level) -> int:
match l:
1: return 2
2: return 2
3: return 2
_: return 1
func get_energy_production(l : int = level) -> int:
match l:
1: return 1
2: return 2
3: return 3
_: return 1
# Méthode déclenchée par la classe planet
func _pass_day():
if not charged:
recharge_days += 1
if recharge_days >= get_days_to_recharge():
set_charged(true)
func set_charged(_charged = true, with_anim : bool = true):
charged = _charged
recharge_days = 0
if with_anim:
if charged:
%AnimationPlayer.play("charged")
else :
%AnimationPlayer.play_backwards("charged")
await %AnimationPlayer.animation_finished
%Flair.modulate = Color.WHITE if charged else Color.TRANSPARENT
%Pannels.modulate = Color.WHITE if charged else Color("6c6c6c")
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
if default_info_desc != "":
var desc_section = CardSectionInfo.new(
tr("DESCRIPTION"),
default_info_desc
)
desc_section.title_icon = DESC_ICON
info.sections.append(
desc_section
)
var charged_text = tr("CHARGED")
if not charged and (get_days_to_recharge() - recharge_days) == 1:
charged_text = tr("1_DAY_BEFORE_CHARGE")
elif not charged and (get_days_to_recharge() - recharge_days) > 1:
charged_text = tr("%d_DAYS_BEFORE_CHARGE") % (get_days_to_recharge() - recharge_days)
info.stats.append(
CardStatInfo.new(
charged_text,
ENERGY_ICON
)
)
return info
func setup_machine_sprite():
# %Base.self_modulate = Machine.get_level_color(level)
pass
func interact_text():
return tr("RECHARGE_%d_ENERGY") % get_energy_production()
func can_interact(_p : Player) -> bool:
return charged
func interact(p : Player) -> bool:
p.recharge(get_energy_production())
set_charged(false)
return true
func save() -> EntityData:
return SolarPanelData.new(self)

View File

@@ -1 +0,0 @@
uid://bjy8gc0eyl2ss

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@@ -1,19 +0,0 @@
extends MachineData
class_name SolarPanelData
@export var charged : bool = false
@export var recharge_days : int = 0
func _init(m : SolarPanel):
position = m.global_position
level = m.level
type = m.type
charged = m.charged
recharge_days = m.recharge_days
func load() -> Entity:
var sp = Machine.instantiate_machine(type, level) as SolarPanel
sp.set_charged(charged, false)
sp.recharge_days = recharge_days
return sp

View File

@@ -1,11 +0,0 @@
[gd_resource type="Resource" script_class="MachineType" load_steps=3 format=3 uid="uid://dew3p4fffjryo"]
[ext_resource type="Script" uid="uid://bepx311a3f0o" path="res://entities/interactables/machines/scripts/machine_type.gd" id="1_ctita"]
[ext_resource type="PackedScene" uid="uid://gwq2oos6ljyp" path="res://entities/interactables/machines/solar_pannel/solar_pannel.tscn" id="1_naexs"]
[resource]
script = ExtResource("1_ctita")
name = "SOLAR_PANNEL"
scene = ExtResource("1_naexs")
description = "SOLAR_PANNEL_DESCRIPTION_TEXT"
metadata/_custom_type_script = "uid://bepx311a3f0o"

View File

@@ -1,104 +0,0 @@
[gd_scene load_steps=9 format=3 uid="uid://gwq2oos6ljyp"]
[ext_resource type="Script" uid="uid://bjy8gc0eyl2ss" path="res://entities/interactables/machines/solar_pannel/scripts/solar_pannel.gd" id="1_t4vnu"]
[ext_resource type="Texture2D" uid="uid://b1n8nad43usw4" path="res://entities/interactables/machines/solar_pannel/assets/sprites/panneau_solaire_2.png" id="2_ny3sb"]
[ext_resource type="Texture2D" uid="uid://cqqlkm14lawpa" path="res://entities/interactables/machines/solar_pannel/assets/sprites/panneau_solaire_1.png" id="3_bml32"]
[ext_resource type="Texture2D" uid="uid://c22re5wfsm1ax" path="res://entities/interactables/machines/solar_pannel/assets/sprites/panneau_solaire_3.png" id="4_ob8kj"]
[sub_resource type="CircleShape2D" id="CircleShape2D_6utw7"]
radius = 48.0
[sub_resource type="Animation" id="Animation_77hon"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprites/Pannels:modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Color(0.42352942, 0.42352942, 0.42352942, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Sprites/Flair:modulate")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0),
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script = ExtResource("1_t4vnu")
default_interact_text = "USE"
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default_info_desc = "SOLAR_PANNEL_DESCRIPTION_TEXT"
metadata/_custom_type_script = "uid://du7qppxobx5nd"
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scale = Vector2(0.09, 0.09)
[node name="Pannels" type="Sprite2D" parent="Sprites"]
unique_name_in_owner = true
modulate = Color(0.42352942, 0.42352942, 0.42352942, 1)
texture = ExtResource("2_ny3sb")
[node name="Base" type="Sprite2D" parent="Sprites"]
unique_name_in_owner = true
texture = ExtResource("3_bml32")
[node name="Flair" type="Sprite2D" parent="Sprites"]
unique_name_in_owner = true
modulate = Color(1, 1, 1, 0)
texture = ExtResource("4_ob8kj")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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}

View File

@@ -1,7 +0,0 @@
extends Interactable
class_name TruckLadder
func interact(p : Player):
p.planet.save()
SceneManager.change_scene(SceneManager.COCKPIT_SCENE)
return true

View File

@@ -1,33 +0,0 @@
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[node name="TruckLadder" type="Area2D"]
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default_interact_text = "ENTER_TRUCK"
default_info_title = "TRUCK_ENTRANCE"
default_info_desc = "LADDER_DESC_TEXT"
metadata/_custom_type_script = "uid://dyprcd68fjstf"
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scale = Vector2(0.5, 0.5)
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[node name="Bolt" type="Sprite2D" parent="."]
position = Vector2(0.75, -29.000004)
texture = ExtResource("3_214ms")

View File

@@ -1,20 +1,24 @@
extends Interactable
class_name TruckRecharge
func _ready():
if region:
%Bolt.modulate = Color.WHITE if region.data.charges > 0 else Color.RED
func can_interact(_p : Player) -> bool:
return (
planet != null
and planet.data
and planet.data.charges > 0
region != null
and region.data
and region.data.charges > 0
)
func interact(_p: Player) -> bool:
if can_interact(_p):
planet.data.charges -= 1
planet.pass_day()
region.data.charges -= 1
region.pass_day()
%Bolt.modulate = Color.WHITE if planet.data.charges > 0 else Color.RED
%Bolt.modulate = Color.WHITE if region.data.charges > 0 else Color.RED
return true
return false

View File

@@ -1,7 +1,7 @@
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[ext_resource type="Texture2D" uid="uid://pltmnkqd5ut2" path="res://entities/plants/assets/sprites/seeds/grille_seeds.png" id="1_v3qq7"]
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View File

@@ -1,28 +0,0 @@
[gd_resource type="Resource" script_class="PlantType" load_steps=9 format=3 uid="uid://cxrc5wchpqm18"]
[ext_resource type="Script" uid="uid://ceqx5va1ormau" path="res://entities/plants/scripts/plant_effects/produce_seeds.gd" id="1_cf34j"]
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metadata/_custom_type_script = "uid://ceqx5va1ormau"
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atlas = ExtResource("6_liopn")
region = Rect2(610, 315, 124, 180)
[resource]
script = ExtResource("1_ipcpv")
name = "Champ"
description = "A cool fluorescent mushroom that reproduce very fast."
default_growing_time = 3
seed_texture = SubResource("AtlasTexture_my6by")
growing_texture = ExtResource("2_l2hi3")
mature_texture = ExtResource("3_y8qve")
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View File

@@ -1,34 +0,0 @@
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[ext_resource type="Script" uid="uid://bpycohqas4hff" path="res://entities/plants/scripts/plant_effect.gd" id="1_40c3e"]
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level = 2
metadata/_custom_type_script = "uid://ceqx5va1ormau"
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script = ExtResource("3_ajihu")
level = 1
metadata/_custom_type_script = "uid://cgscbuxe4dawb"
[sub_resource type="AtlasTexture" id="AtlasTexture_qt76e"]
atlas = ExtResource("6_cky1j")
region = Rect2(1140, 345, 141, 128)
[resource]
script = ExtResource("1_moyj3")
name = "Chardi"
description = "This fern use the bas component of the ground to grow."
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growing_texture = ExtResource("1_prk5s")
mature_texture = ExtResource("3_40c3e")
harvest_effects = Array[ExtResource("1_40c3e")]([SubResource("Resource_40c3e")])
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View File

@@ -1,33 +0,0 @@
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metadata/_custom_type_script = "uid://ceqx5va1ormau"
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script = ExtResource("3_s6g12")
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metadata/_custom_type_script = "uid://cgscbuxe4dawb"
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atlas = ExtResource("7_0y7r8")
region = Rect2(57, 620, 159, 99)
[resource]
script = ExtResource("2_72r72")
name = "Ferno"
description = "This mysterious flower emmit a strong signal in the ground when harvested."
seed_texture = SubResource("AtlasTexture_g1td4")
growing_texture = ExtResource("4_5qaoo")
mature_texture = ExtResource("5_er4cp")
harvest_effects = Array[ExtResource("1_srjq6")]([SubResource("Resource_rb4mq"), SubResource("Resource_s6g12")])
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View File

@@ -1,27 +0,0 @@
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name = "Maias"
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View File

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[resource]
script = ExtResource("2_lqh06")
name = "Philea"
description = "A very cool shurb that glow in the night."
default_growing_time = 5
default_plant_score = 3
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View File

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script = ExtResource("1_vn146")
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View File

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[ext_resource type="Script" uid="uid://bpycohqas4hff" path="res://entities/plants/scripts/plant_effect.gd" id="1_mksys"]
[ext_resource type="Script" uid="uid://ceqx5va1ormau" path="res://entities/plants/scripts/plant_effects/produce_seeds.gd" id="2_1q5bp"]
[ext_resource type="Script" uid="uid://jnye5pe1bgqw" path="res://entities/plants/scripts/plant_type.gd" id="2_x4nie"]
[ext_resource type="Texture2D" uid="uid://c00jac2jlgdfu" path="res://entities/plants/assets/sprites/solita/growing.png" id="3_j4n5p"]
[ext_resource type="Texture2D" uid="uid://b3wom2xu26g43" path="res://entities/plants/assets/sprites/solita/mature.png" id="4_njidq"]
[ext_resource type="Texture2D" uid="uid://pltmnkqd5ut2" path="res://entities/plants/assets/sprites/seeds/grille_seeds.png" id="6_yn0yu"]
[sub_resource type="Resource" id="Resource_j4n5p"]
script = ExtResource("2_1q5bp")
level = 2
metadata/_custom_type_script = "uid://ceqx5va1ormau"
[sub_resource type="AtlasTexture" id="AtlasTexture_auuc2"]
atlas = ExtResource("6_yn0yu")
region = Rect2(335, 74, 134, 142)
[resource]
script = ExtResource("2_x4nie")
name = "Solita"
description = "A magnificient flower that reflect the light of nearest star."
default_growing_time = 3
default_plant_score = 2
seed_texture = SubResource("AtlasTexture_auuc2")
growing_texture = ExtResource("3_j4n5p")
mature_texture = ExtResource("4_njidq")
harvest_effects = Array[ExtResource("1_mksys")]([SubResource("Resource_j4n5p")])
metadata/_custom_type_script = "uid://jnye5pe1bgqw"

View File

@@ -1,205 +1,184 @@
extends InspectableEntity
class_name Plant
signal harvested(p: Plant)
signal state_changed(p: Plant)
const PLANT_AREA_RADIUS = 20
const PLANT_INFLUENCE_RADIUS = 100
const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
const RANDOM_MAX_GROW_INTERVAL = Planet.MIN_PASS_DAY_ANIMATION_TIME/2. - 0.1
const RANDOM_MAX_GROW_INTERVAL = Region.MIN_PASS_DAY_ANIMATION_TIME/2. - 0.1
const PLANT_TYPE_ICON = preload("res://common/icons/seedling.svg")
const PLANT_POINT_ICON = preload("res://common/icons/growth.svg")
const LIFETIME_ICON = preload("res://common/icons/calendar-week.svg")
const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
const DEATH_ICON = preload("res://common/icons/skull.svg")
const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.tscn")
enum State {PLANTED, GROWING, MATURE}
@export var plant_type: PlantType
var state: State = State.PLANTED
@export var day: int
@export var data : PlantData
@onready var plant_sprite: PlantSprite
@onready var collision_shape: CollisionShape2D
@onready var influence_zone : PlantInfluenceZone
var plant_score = 0
var plant_mutations : Array[PlantMutation] = []
func _init(
_plant_type : PlantType,
_plant_mutations : Array[PlantMutation] = [],
_day = 0,
_data : PlantData
):
plant_type = _plant_type
day = _day
plant_mutations = _plant_mutations
data = _data
func _ready():
plant_sprite = generate_sprite()
collision_shape = generate_collision_shape()
influence_zone = generate_influence_zone()
plant_sprite = generate_sprite()
collision_shape = generate_collision_shape()
influence_zone = generate_influence_zone()
update_plant(false)
plant_sprite.update_plant_sprite(self, false)
plant_sprite.update_plant_sprite(data, false)
func pointer_text() -> String:
return plant_type.name
return data.plant_name
func inspect(is_inspected : bool = true):
plant_sprite.modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
influence_zone.show_influence = is_inspected
plant_sprite.modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
influence_zone.show_influence = is_inspected
func affect_preview(is_affected : bool = true):
plant_sprite.modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
plant_sprite.modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
func generate_sprite() -> PlantSprite:
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
add_child(sprite_object)
sprite_object.generate_mutation_effects(self)
add_child(sprite_object)
sprite_object.generate_mutation_effects(self)
return sprite_object
return sprite_object
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = PLANT_AREA_RADIUS
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
shape.radius = PLANT_AREA_RADIUS
collision.shape = shape
add_child(collision)
collision.shape = shape
add_child(collision)
return collision
return collision
func generate_influence_zone() -> PlantInfluenceZone:
var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
var zone = PlantInfluenceZone.new(PLANT_INFLUENCE_RADIUS)
add_child(zone)
add_child(zone)
return zone
return zone
# Méthode déclenchée par la classe planet
# Méthode déclenchée par la classe region
func _pass_day():
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
if state == State.MATURE and len(plant_type.cyclic_effects):
for effect in plant_type.cyclic_effects:
effect.effect(self)
var old_state = state
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
var last_state = data.get_state()
day += 1
update_plant()
data.day += 1
for m in data.mutations:
m._start_day_effect(self)
if old_state != state and state == State.MATURE:
for effect in plant_type.mature_effects:
if effect : effect.effect(self)
for effect in plant_type.cyclic_effects:
if effect : effect.effect(self)
match data.get_state():
PlantData.State.MATURE:
if last_state != PlantData.State.MATURE:
mature()
PlantData.State.DEAD:
die()
plant_sprite.update_plant_sprite(data, last_state != data.get_state())
func update_plant(with_animation : bool = true):
if day + 1 > calculate_grow_time():
if state != State.MATURE:
change_state(State.MATURE, with_animation)
elif day == 0:
change_state(State.PLANTED, with_animation)
else:
if state != State.GROWING:
change_state(State.GROWING, with_animation)
func calculate_plant_score(
overwite_state : State = state
with_state : PlantData.State = data.get_state()
) -> int:
var mutated_plant_score = plant_type.default_plant_score if overwite_state == State.MATURE else 0
for m in plant_mutations:
mutated_plant_score = m.mutate_score(overwite_state, self, mutated_plant_score)
return mutated_plant_score
func calculate_grow_time() -> int:
var mutated_grow_time = plant_type.default_growing_time
for m in plant_mutations:
mutated_grow_time = m.mutate_grow_time(self, mutated_grow_time)
return max(1, mutated_grow_time)
func change_state(_state: State, with_animation : bool = true):
if state != _state:
state = _state
plant_sprite.update_plant_sprite(self, with_animation)
state_changed.emit(self)
return data.get_score(with_state)
func harvest():
if state == State.MATURE:
for effect in plant_type.harvest_effects:
if effect : effect.effect(self)
for i in range(data.get_random_seed_income()):
produce_seed()
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
harvested.emit(self)
queue_free()
if data.get_state() == PlantData.State.MATURE:
for m in data.mutations:
m._start_harvested_effect(self)
plant_sprite.start_harvest_animation()
await plant_sprite.harvest_animation_finished
disappear()
func produce_seed():
region.drop_item(
Seed.generate_from_parent(data),
global_position,
HARVESTED_SEED_DISPLACEMENT_FACTOR,
)
func mature():
for m in data.mutations:
m._start_maturation_effect(self)
func die():
for m in data.mutations:
m._start_dead_effect(self)
disappear()
func disappear():
data.disappear()
queue_free()
func save() -> EntityData:
return PlantData.new(self)
return data
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
var info = CardInfo.new(
pointer_text()
)
info.important_stat_icon = PLANT_POINT_ICON
info.important_stat_text = "%d" % calculate_plant_score()
info.texture = plant_type.mature_texture
info.type_icon = PLANT_TYPE_ICON
var state = data.get_state()
var state_text = tr("MATURE")
if state != State.MATURE:
state_text = tr("GROWING")
info.important_stat_icon = PLANT_POINT_ICON
info.important_stat_text = "%d" % calculate_plant_score()
info.texture = null #TODO
info.type_icon = PLANT_TYPE_ICON
info.stats.append(CardStatInfo.new(
tr("DAY_%d") % day,
LIFETIME_ICON
))
var state_text = tr("MATURE")
if state != PlantData.State.MATURE:
state_text = tr("GROWING")
info.stats.append(CardStatInfo.new(
state_text,
PLANT_TYPE_ICON
))
info.stats.append(CardStatInfo.new(
tr("DAY_%d") % data.day,
LIFETIME_ICON
))
if state != State.MATURE:
info.stats.append(CardStatInfo.new(
tr("MATURE_ON_DAY_%d") % calculate_grow_time(),
GROWING_ICON
))
info.stats.append(CardStatInfo.new(
state_text,
PLANT_TYPE_ICON
))
info.stats.append(CardStatInfo.new(
tr("%d_SCORE_WHEN_MATURE") % calculate_plant_score(State.MATURE),
PLANT_POINT_ICON
))
if state != PlantData.State.MATURE:
info.stats.append(CardStatInfo.new(
tr("MATURE_ON_DAY_%d") % data.get_growing_time(),
GROWING_ICON
))
info.stats.append(CardStatInfo.new(
tr("%d_SCORE_WHEN_MATURE") % data.get_score(PlantData.State.MATURE),
PLANT_POINT_ICON
))
info.stats.append(CardStatInfo.new(
tr("DIE_ON_DAY_%d") % (data.get_lifetime()),
DEATH_ICON
))
if len(plant_mutations) != 0:
var rarest : int = plant_mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in plant_mutations:
info.sections.append(m.card_section())
if len(data.mutations) != 0:
var rarest : int = data.mutations.map(
func(m : PlantMutation) : return m.get_rarity()
).max()
info.bg_color = PlantMutation.get_rarity_color(rarest)
for m in data.mutations:
info.sections.append(m.card_section())
info.sections.append_array(PlantEffect.card_effect_sections(
plant_type.mature_effects,
plant_type.harvest_effects,
plant_type.cyclic_effects,
))
return info
return info

View File

@@ -0,0 +1,19 @@
@tool
extends Resource
class_name PlantArchetype
@export var archetype_name = Random.generate_random_name()
@export var texture_builder = TextureBuilder.new()
@export var plant_area_radius = 20
@export var plant_influence_radius = 100
@export var growing_time= 2
@export var lifetime = 5
@export var base_score = 1
@export var seed_number = 2
@export var seed_random_loose = 1
@export var available_mutations : Array[PlantMutation] = [
AncientMutation.new(),
PrecociousMutation.new(),
QualityMutation.new(),
QuickMutation.new()
]

View File

@@ -0,0 +1 @@
uid://chdj832c0rrky

View File

@@ -1,20 +1,114 @@
extends EntityData
class_name PlantData
var plant_type : PlantType
var plant_mutations : Array[PlantMutation]
var day : int
signal updated(p : PlantData)
signal disappeared(p : PlantData)
func _init(plant : Plant):
position = plant.global_position
plant_type = plant.plant_type
plant_mutations = plant.plant_mutations
day = plant.day
enum State {PLANTED, GROWING, MATURE, DEAD}
func load() -> Entity:
var plant = Plant.new(
plant_type,
plant_mutations,
day
@export var archetype: PlantArchetype
@export var plant_name : String
@export var mutations : Array[PlantMutation]
@export var day : int :
set(v):
day = v
updated.emit(self)
@export var random_seed : int
@export var leafs = 0 # +1 score
@export var roots = 0 # +1 lifetime
func _init(
_position : Vector2,
_archetype : PlantArchetype,
_plant_name : String = Random.generate_random_name(),
_mutations : Array[PlantMutation] = [],
_day : int = 0,
_random_seed = randi()
):
position = _position
archetype = _archetype
plant_name = _plant_name
mutations = _mutations
day = _day
random_seed = _random_seed
for m in mutations:
m.mutate_plant_data(self)
static func generate_from_seed(plant_seed : Seed, plant_position : Vector2) -> PlantData:
return PlantData.new(
plant_position,
plant_seed.plant_archetype,
plant_seed.plant_name,
plant_seed.plant_mutations
)
return plant
func load_entity() -> Entity:
var plant = Plant.new(
self
)
return plant
func get_lifetime() -> int:
var lifetime = archetype.lifetime + roots
for m in mutations:
lifetime = m.mutate_lifetime(self, lifetime)
return lifetime
func get_growing_time() -> int:
var growing_time = archetype.growing_time
for m in mutations:
growing_time = m.mutate_growing_time(self, growing_time)
return growing_time
func get_score(state : State = get_state()) -> int:
var score = archetype.base_score + leafs if state == State.MATURE else 0
for m in mutations:
score = m.mutate_score(self, score)
return score
func get_state() -> State:
if day >= get_lifetime():
return State.DEAD
elif day == 0:
return State.PLANTED
elif day < archetype.growing_time:
return State.GROWING
return State.MATURE
func get_plant_texture() -> Texture:
return archetype.texture_builder.build_plant_texture(self)
func get_seed_texture():
return archetype.texture_builder.build_seed_texture(random_seed)
func get_seed_number(state = get_state()):
var seed_number = archetype.seed_number if state == State.MATURE else 0
for m in mutations:
seed_number = m.mutate_seed_number(self, seed_number)
return seed_number
func get_seed_random_loose():
var seed_random_loose = archetype.seed_random_loose
for m in mutations:
seed_random_loose = m.mutate_seed_random_loose(self, seed_random_loose)
return seed_random_loose
func get_random_seed_income():
return max(
get_seed_number() - randi_range(0, get_seed_random_loose()),
0
)
func disappear():
disappeared.emit(self)

View File

@@ -1,76 +0,0 @@
# Classe abstraite permettant de développer divers effets de plantes
extends Resource
class_name PlantEffect
const HARVEST_EFFECT_ICON = preload("res://common/icons/shovel.svg")
const MATURE_EFFECT_ICON = preload("res://common/icons/chevrons-up.svg")
const CYCLIC_EFFECT_ICON = preload("res://common/icons/rotate-rectangle.svg")
@export var level : int
func _init(_level : int = 1):
level = _level
func get_effect_name() -> String:
printerr("Classe abstraite PlantEffect appelée")
return ""
func get_effect_description() -> String:
printerr("Classe abstraite PlantEffect appelée")
return ""
func effect(_plant):
printerr("Classe abstraite PlantEffect appelée")
func get_styled_effect_name():
var levels_bbcode = [
"[color=#2364AA]%s[/color]",
"[color=#25C147]%s %d[/color]",
"[color=#8B2DFF]%s %d[/color]",
"[color=#FF006E]%s %d[/color]",
"[color=#FFA617]%s %d[/color]",
"[rainbow]%s %d[/rainbow]"
]
if level == 1:
return levels_bbcode[0] % get_effect_name()
else :
return levels_bbcode[min(level - 1, len(levels_bbcode) - 1)] % [get_effect_name(), level]
static func card_effect_sections(
mature_effects : Array[PlantEffect],
harvest_effects : Array[PlantEffect],
cyclic_effects : Array[PlantEffect]
) -> Array[CardSectionInfo]:
var sections : Array[CardSectionInfo] = []
var effects_category = [
mature_effects,
harvest_effects,
cyclic_effects
]
var effects_category_labels : Array[String] = [
"ON_MATURE",
"WHEN_HARVESTED",
"EACH_DAY_WHEN_MATURE",
]
var effects_category_icon : Array[Texture] = [
MATURE_EFFECT_ICON,
HARVEST_EFFECT_ICON,
CYCLIC_EFFECT_ICON,
]
for i in range(len(effects_category)):
var effects = effects_category[i]
if len(effects) > 0:
var section = CardSectionInfo.new(
effects_category_labels[i]
)
section.title_icon = effects_category_icon[i]
var effects_text : Array = effects.map(
func (e : PlantEffect): return "[b]%s[/b] %s" % [e.get_styled_effect_name() , e.get_effect_description()]
)
section.text = "\n".join(effects_text)
sections.append(section)
return sections

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@@ -1 +0,0 @@
uid://bpycohqas4hff

View File

@@ -1,20 +0,0 @@
extends PlantEffect
class_name DecontaminateTerrainEffect
func get_decontamination_radius():
return (1 + level)
func get_effect_name() -> String:
return tr("DECONTAMINATE")
func get_effect_description() -> String:
var ret = tr("DECONTAMINATE_%d_UNIT_AROUND_IT") % [get_decontamination_radius()]
return ret
func effect(plant):
var tiles := Math.get_tiles_in_circle(
plant.global_position,
get_decontamination_radius() * Planet.TILE_SIZE + Planet.TILE_SIZE/2.
)
plant.planet.decontamination_layer.place_decontaminations(tiles, true)

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@@ -1 +0,0 @@
uid://cgscbuxe4dawb

View File

@@ -1,29 +0,0 @@
extends PlantEffect
class_name ProduceSeedsEffect
func get_produce_number():
return [level - 1, level]
func get_effect_name() -> String:
return tr("SEED_PRODUCTION")
func get_effect_description() -> String:
var number_str = ""
for i in range(len(get_produce_number())):
if i != 0:
if i == len(get_produce_number()) - 1:
number_str += tr("OR")
else :
number_str += tr("COMMA")
number_str += str(get_produce_number()[i])
return tr("PRODUCE_%s_SEEDS") % [number_str]
func effect(plant):
for _i in range(get_produce_number().pick_random()):
plant.planet.drop_item(
Seed.new(plant.plant_type, plant.plant_mutations),
plant.global_position,
plant.HARVESTED_SEED_DISPLACEMENT_FACTOR,
)

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@@ -1 +0,0 @@
uid://ceqx5va1ormau

View File

@@ -20,13 +20,37 @@ func get_mutation_description() -> String:
printerr("Classe abstraite PlantMutation appelée")
return ""
func mutate_score(_plant_state : Plant.State, _plant : Plant, score,) -> int:
func mutate_plant_data(_plant_data : PlantData):
pass
func mutate_score(_plant_data : PlantData, score : int) -> int:
return score
func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
return grow_time
func mutate_lifetime(_plant_data : PlantData, lifetime : int) -> int:
return lifetime
func mutate_plant(_plant : Plant):
func mutate_growing_time(_plant_data : PlantData, growing_time : int) -> int:
return growing_time
func mutate_seed_number(_plant_data, seed_number):
return seed_number
func mutate_seed_random_loose(_plant_data, seed_random_loose):
return seed_random_loose
func _start_planted_effect(_plant : Plant):
pass
func _start_day_effect(_plant : Plant):
pass
func _start_maturation_effect(_plant : Plant):
pass
func _start_dead_effect(_plant : Plant):
pass
func _start_harvested_effect(_plant : Plant):
pass
func get_level_for_rarity(rarity : int) -> int :
@@ -70,16 +94,3 @@ static func get_rarity_color(rarity : int) -> Color:
]
return rarity_colors[min(rarity, len(rarity_colors) - 1)]
static func random_mutation(except_mutations : Array[PlantMutation] = []) -> PlantMutation:
var all_mutations = GameInfo.game_data.unlocked_plant_mutations.duplicate_deep()
all_mutations = all_mutations.filter(
func (f1 : PlantMutation):
return except_mutations.find_custom(
func (f2 : PlantMutation): return f2.get_mutation_name() == f1.get_mutation_name()
) == -1
)
if len(all_mutations):
return all_mutations.pick_random()
else :
return null

View File

@@ -18,7 +18,7 @@ func get_mutation_description() -> String:
func get_day_factor():
return max(1, DEFAULT_DAY_FACTOR - level + 1)
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant_state != Plant.State.MATURE:
func mutate_score(data : PlantData, score) -> int:
if data.get_state() != PlantData.State.MATURE:
return score
return score + floori(plant.day / get_day_factor())
return score + floori(data.day / get_day_factor())

View File

@@ -1,29 +0,0 @@
extends PlantMutation
class_name ElitistMutation
func get_icon() -> Texture:
return preload("res://common/icons/copy.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("ELITIST")
func get_mutation_description() -> String:
return tr("ELITIST_EFFECT_TEXT_LEVEL_%d") % level
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
if plant_state != Plant.State.MATURE:
return score
var plant_count = 0
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant and area.plant_type.name == plant.plant_type.name:
plant_count += 1
if plant_count == 0:
return 0
else :
return score + level * plant_count

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@@ -1 +0,0 @@
uid://bt1xh7ss13e5e

View File

@@ -1,26 +0,0 @@
extends PlantMutation
class_name ErmitMutation
func get_icon() -> Texture:
return preload("res://common/icons/seedling-off.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("ERMIT")
func get_mutation_description() -> String:
return tr("ERMIT_EFFECT_TEXT_LEVEL_%d") % get_score_multiplier()
func get_score_multiplier():
return level + 1
func mutate_score(_plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant:
return 0
return score * get_score_multiplier()

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@@ -1 +0,0 @@
uid://domy822vgxfxs

View File

@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return tr("PRECOCIOUS_EFFECT_TEXT_LEVEL_%d") % level
func mutate_score(plant_state : Plant.State, _plant : Plant, score) -> int:
return score + (0 if plant_state == Plant.State.MATURE else level)
func mutate_score(data : PlantData, score : int) -> int:
return score + (0 if data.get_state() == PlantData.State.MATURE else level)

View File

@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return tr("QUALITY_EFFECT_TEXT_LEVEL_%d") % level
func mutate_score(plant_state : Plant.State, _plant : Plant, score : int) -> int:
return score + (level if plant_state == Plant.State.MATURE else 0)
func mutate_score(data : PlantData, score : int) -> int:
return score + (level if data.get_state() == PlantData.State.MATURE else 0)

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@@ -13,5 +13,5 @@ func get_mutation_name() -> String:
func get_mutation_description() -> String:
return tr("QUICK_EFFECT_TEXT_LEVEL_%d") % level
func mutate_grow_time(_plant : Plant, grow_time : int) -> int:
func mutate_grow_time(_data : PlantData, grow_time : int) -> int:
return max(grow_time - level, 0)

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@@ -1,32 +0,0 @@
extends PlantMutation
class_name SociableMutation
const NEAR_PLANT_NEEDED = 2
func get_icon() -> Texture:
return preload("res://common/icons/seedling.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("SOCIABLE")
func get_mutation_description() -> String:
return tr("SOCIABLE_EFFECT_TEXT_LEVEL_%d") % [get_score_bonus(), NEAR_PLANT_NEEDED]
func get_score_bonus():
return (level + 2)
func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
if plant.influence_zone == null:
return score
if plant_state != Plant.State.MATURE:
return score
var plant_count = 0
for area in plant.influence_zone.get_overlapping_areas():
if area is Plant and area != plant :
plant_count += 1
return score + (get_score_bonus() if plant_count >= NEAR_PLANT_NEEDED else 0)

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@@ -1 +0,0 @@
uid://b8q5xgvy85qeb

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@@ -1,20 +0,0 @@
extends PlantMutation
class_name StrongMutation
func get_icon() -> Texture:
return preload("res://common/icons/dna.svg")
func get_base_rarity() -> int:
return 0
func get_mutation_name() -> String:
return tr("STRONG")
func get_mutation_description() -> String:
return tr("STRONG_EFFECT_TEXT_LEVEL_%d") % [roundi(get_score_multiplier() * 100)]
func get_score_multiplier():
return float(level)/2
func mutate_score(_plant_state : Plant.State, _plant : Plant, score: int) -> int:
return score + roundi(score * get_score_multiplier())

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@@ -1 +0,0 @@
uid://cwj3k4p6ci5t4

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@@ -8,47 +8,38 @@ const PARTICLES_SCENE : PackedScene = preload("res://common/vfx/particles/partic
signal harvest_animation_finished
func update_plant_sprite(plant : Plant, with_animation = false):
if with_animation:
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished
%Sprite.flip_h = true if randi()%2 == 0 else false
var last_updated_on_state : PlantData.State = PlantData.State.MATURE
%Sprite.texture = get_state_texture(plant.state, plant.plant_type)
func update_plant_sprite(plant_data : PlantData, with_animation = false):
if with_animation:
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished
%Sprite.flip_h = true if plant_data.random_seed%2 == 0 else false
%Sprite.texture = plant_data.get_plant_texture()
%PlantedSeed.visible = plant.state == Plant.State.PLANTED
%PlantedSeed.texture = plant.plant_type.seed_texture
%PlantedSeed.texture = plant_data.get_seed_texture()
%PlantedSeed.visible = plant_data.get_state() == PlantData.State.PLANTED
%PlantedSeed.region_rect = Rect2(
0,
PLANTED_SEED_POS_Y,
plant.plant_type.seed_texture.get_width(),
plant.plant_type.seed_texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
)
func get_state_texture(s: Plant.State, plant_type : PlantType) -> Texture2D:
match s:
Plant.State.PLANTED:
return null
Plant.State.GROWING:
return plant_type.growing_texture
Plant.State.MATURE:
return plant_type.mature_texture
return null
# %PlantedSeed.region_rect = Rect2(
# 0,
# PLANTED_SEED_POS_Y,
# %PlantedSeed.texture.get_width(),
# %PlantedSeed.texture.texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
# )
func generate_mutation_effects(plant : Plant):
for m in plant.plant_mutations:
var particles_emitter : Particles = PARTICLES_SCENE.instantiate() as CPUParticles2D
particles_emitter.setup_particles(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
add_child(particles_emitter)
for m in plant.data.mutations:
var particles_emitter : Particles = PARTICLES_SCENE.instantiate() as CPUParticles2D
particles_emitter.setup_particles(
Particles.Parameters.new(
m.get_icon(),
PlantMutation.get_rarity_color(m.get_rarity())
)
)
add_child(particles_emitter)
func start_harvest_animation():
$AnimationPlayer.play("harvest")
await $AnimationPlayer.animation_finished
harvest_animation_finished.emit()
$AnimationPlayer.play("harvest")
await $AnimationPlayer.animation_finished
harvest_animation_finished.emit()

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@@ -1,128 +0,0 @@
extends Resource
class_name PlantType
@export var name : String
@export_multiline var description : String
@export var default_growing_time : int = 2
@export var default_plant_score : int = 1
@export var seed_texture : Texture
@export var growing_texture : Texture
@export var mature_texture : Texture
@export var harvest_effects : Array[PlantEffect] = []
@export var mature_effects : Array[PlantEffect] = []
@export var cyclic_effects : Array[PlantEffect] = []
func card_info() -> CardInfo:
var info = CardInfo.new(
name
)
info.important_stat_icon = Plant.PLANT_POINT_ICON
info.important_stat_text = "%d" % default_plant_score
info.texture = mature_texture
info.type_icon = Plant.PLANT_TYPE_ICON
info.stats.append(CardStatInfo.new(
tr("GROW_IN_%d") % default_growing_time,
Plant.GROWING_ICON
))
info.stats.append(CardStatInfo.new(
tr("%s_SCORE_WHEN_MATURE") % default_plant_score,
Plant.PLANT_POINT_ICON
))
info.sections.append_array(PlantEffect.card_effect_sections(
mature_effects,
harvest_effects,
cyclic_effects,
))
return info
func get_available_evolution() -> Array[Evolution]:
var evolutions : Array[Evolution] = [
ScoreEvolution.new(self)
]
if len(mature_effects) > 0:
evolutions.append(MatureEffectEvolution.new(self))
if len(harvest_effects) > 0:
evolutions.append(HarvestEffectEvolution.new(self))
if len(cyclic_effects) > 0:
evolutions.append(CyclicEffectEvolution.new(self))
return evolutions
class Evolution:
var level : int
var plant_type : PlantType
func _init(_type : PlantType, _l : int = 1):
plant_type = _type
level = _l
func get_title():
return ""
func get_description():
return ""
func evolve(_pt : PlantType = plant_type):
pass
class ScoreEvolution extends Evolution:
func get_title():
return tr("%s_SCORE_EVOLUTION") % plant_type.name
func get_description():
return tr("ADD_%s_TO_THE_DEFAULT_SCORE_OF_THE_PLANT") % level
func evolve(pt : PlantType = plant_type):
pt.default_plant_score += level
class MatureEffectEvolution extends Evolution:
var effect_index : int
func _init(_type : PlantType, _l : int = 1):
plant_type = _type
level = _l
pick_effect()
func pick_effect():
effect_index = randi() % len(plant_type.mature_effects)
func get_effect(pt : PlantType = plant_type) -> PlantEffect:
return pt.mature_effects[effect_index]
func get_title():
return tr("%s_EVOLUTION") % plant_type.name
func get_description():
return tr("UPGRADE_THE_LEVEL_OF_%s_EFFECT_OF_%d_LEVEL") % [get_effect().get_effect_name(), level]
func evolve(pt : PlantType = plant_type):
get_effect(pt).level += level
class HarvestEffectEvolution extends MatureEffectEvolution:
func pick_effect():
effect_index = randi() % len(plant_type.harvest_effects)
func get_effect(pt : PlantType = plant_type) -> PlantEffect:
return pt.harvest_effects[effect_index]
class CyclicEffectEvolution extends MatureEffectEvolution:
func pick_effect():
effect_index = randi() % len(plant_type.harvest_effects)
func get_effect(pt : PlantType = plant_type) -> PlantEffect:
return pt.harvest_effects[effect_index]

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@@ -1 +0,0 @@
uid://jnye5pe1bgqw

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@@ -0,0 +1,19 @@
extends Resource
class_name TextureBuilder
const PLACEHOLDER_SEED_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/seed.png")
const PLACEHOLDER_MATURE_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/mature.png")
const PLACEHOLDER_GROWING_TEXTURE : Texture = preload("res://entities/plants/assets/sprites/default/growing.png")
func build_seed_texture(_random_seed : int) -> Texture:
return PLACEHOLDER_SEED_TEXTURE
func build_plant_texture(plant_data : PlantData) -> Texture:
match plant_data.get_state():
PlantData.State.MATURE:
return PLACEHOLDER_MATURE_TEXTURE
PlantData.State.GROWING:
return PLACEHOLDER_GROWING_TEXTURE
_:
return null

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@@ -0,0 +1 @@
uid://dt2ip3pw2cboy

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@@ -6,93 +6,97 @@ signal updated(inventory: Inventory)
@export var items: Array[Item] = []
@export var current_item_ind: int = 0
@export var size = 0 :
set(s):
size = s
items.resize(size)
updated.emit(self)
set(s):
size = s
items.resize(size)
updated.emit(self)
func _init(inventory_size: int = 1):
size = inventory_size
size = inventory_size
func get_best_available_slot_ind():
if items[current_item_ind] == null:
return current_item_ind
for i in items.size():
if items[i] == null:
return i
return current_item_ind
if items[current_item_ind] == null:
return current_item_ind
for i in items.size():
if items[i] == null:
return i
return current_item_ind
func set_current_item(new_ind: int):
if new_ind >= items.size():
return
if new_ind >= items.size():
return
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self)
if new_ind != current_item_ind:
current_item_ind = new_ind
updated.emit(self)
func change_current_item(ind_mod: int):
if items.size() == 0:
current_item_ind = 0
return
var new_ind: int = current_item_ind + ind_mod
new_ind = new_ind % items.size()
if new_ind < 0:
new_ind += items.size()
set_current_item(new_ind)
if items.size() == 0:
current_item_ind = 0
return
var new_ind: int = current_item_ind + ind_mod
new_ind = new_ind % items.size()
if new_ind < 0:
new_ind += items.size()
set_current_item(new_ind)
func add_item(item: Item):
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
updated.emit(self)
return true
else:
return false
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
updated.emit(self)
return true
else:
return false
func set_item(item: Item, ind: int = 0) -> bool:
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
updated.emit(self)
return true
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
updated.emit(self)
return true
func get_item(ind: int = current_item_ind) -> Item:
if ind < 0 || items.size() <= ind:
return null
return items[ind]
if ind < 0 || items.size() <= ind:
return null
return items[ind]
func has_item(item: Item) -> bool:
return item in items
return item in items
func remove_item(item: Item):
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self)
var ind = items.find(item)
if ind >= 0:
items[ind] = null
updated.emit(self)
func remove_item_at(ind: int = current_item_ind):
if items.size() <= ind:
return
if items.size() <= ind:
return
items[ind] = null
updated.emit(self)
items[ind] = null
updated.emit(self)
func remove_current_item():
remove_item_at()
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
if items.size() == 0:
return
if items.size() == 0:
return
var item_removed: Item = items[ind]
items[ind] = null
updated.emit(self)
return item_removed
var item_removed: Item = items[ind]
items[ind] = null
updated.emit(self)
return item_removed
func is_full():
for i in items:
if i == null : return false
return true
for i in items:
if i == null : return false
return true
func clear():
for i in range(len(items)):
items[i] = null
updated.emit(self)

View File

@@ -33,11 +33,11 @@ func is_one_time_use():
return true
func can_use(player : Player, _zone : Player.ActionZone) -> bool:
return player.terrain is Planet
return player.terrain is Region
func use(player : Player, zone : Player.ActionZone) -> bool:
if machine_type and machine_level and player.planet:
player.planet.add_entity(
if machine_type and machine_level and player.region:
player.region.add_entity(
Machine.instantiate_machine(machine_type, machine_level),
zone.get_global_position()
)

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