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

@@ -6,13 +6,13 @@ class_name InGameBaseIndicator
# Called when the node enters the scene tree for the first time.
func _ready():
setup(tr("GARDEN"))
follow_game_position(Planet.CHUNK_SIZE / 2. * Vector2.ONE)
follow_game_position(Region.CHUNK_SIZE / 2. * Vector2.ONE)
func _process(_delta):
visible = player and (
player.global_position.x < 0
or player.global_position.x > Planet.CHUNK_SIZE
or player.global_position.x > Region.CHUNK_SIZE
or player.global_position.y < 0
or player.global_position.y > Planet.CHUNK_SIZE
or player.global_position.y > Region.CHUNK_SIZE
)
update()

View File

@@ -5,7 +5,7 @@ const INDICATOR_SCENE = preload("res://gui/game/tutorial/in_game_indicator/in_ga
var indicators : Array[InGameIndicator]
@export var player : Player
@export var planet : Planet
@export var region : Region
@onready var steps : Array[Step] = [
TakeShovelStep.new(),
@@ -19,18 +19,18 @@ var indicators : Array[InGameIndicator]
var actual_step : Step = null : set = pass_to_step
func _process(_d):
if not GameInfo.game_data.tutorial_done:
if not actual_step and planet.data.tutorial_step < len(steps):
if region.data.tutorial:
if not actual_step and region.data.tutorial_step < len(steps):
destroy_indicators()
pass_to_step(steps[planet.data.tutorial_step])
pass_to_step(steps[region.data.tutorial_step])
if player and actual_step and actual_step.is_step_over(player, planet):
if player and actual_step and actual_step.is_step_over(player, region):
destroy_indicators()
planet.data.tutorial_step += 1
if planet.data.tutorial_step < len(steps):
pass_to_step(steps[planet.data.tutorial_step])
else :
GameInfo.game_data.tutorial_done = true
region.data.tutorial_step += 1
if region.data.tutorial_step < len(steps):
pass_to_step(steps[region.data.tutorial_step])
else:
destroy_indicators()
func destroy_indicators():
for i in indicators:
@@ -39,7 +39,7 @@ func destroy_indicators():
func pass_to_step(new_step : Step):
actual_step = new_step
indicators = new_step.generate_indicators(player, planet)
indicators = new_step.generate_indicators(player, region)
for i in indicators:
add_child(i)
@@ -51,15 +51,15 @@ class Step:
)
return new_indicator
func generate_indicators(_player : Player, _planet : Planet) -> Array[InGameIndicator]:
func generate_indicators(_player : Player, _region : Region) -> Array[InGameIndicator]:
return []
func is_step_over(_p : Player, _planet : Planet) -> bool:
func is_step_over(_p : Player, _region : Region) -> bool:
return true
class TakeShovelStep extends Step:
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
for entity in planet.entity_container.get_children():
func generate_indicators(_p: Player, region : Region) -> Array[InGameIndicator]:
for entity in region.entity_container.get_children():
if entity is ItemObject and entity.item is Shovel:
var indicator = generate_indicator(tr("TAKE_THE_SHOVEL"))
indicator.follow_entity(entity)
@@ -69,14 +69,14 @@ class TakeShovelStep extends Step:
printerr("No Shovel found...")
return []
func is_step_over(p : Player, _planet : Planet) -> bool:
func is_step_over(p : Player, _region : Region) -> bool:
for item in p.data.inventory.items:
if item is Shovel:
return true
return false
class DigSeedStep extends Step:
func generate_indicators(p: Player, planet : Planet) -> Array[InGameIndicator]:
func generate_indicators(p: Player, region : Region) -> Array[InGameIndicator]:
var closest_seed = null
var limit_distance = 1000
@@ -87,7 +87,7 @@ class DigSeedStep extends Step:
for x in range(actual_distance):
for y in range(actual_distance):
var coord = Vector2i(x,y) - Vector2i.ONE * floori(actual_distance/2.) + player_tile
if planet.rock_layer.get_tile_type(coord) == RockLayer.TileType.CRISTAL:
if region.rock_layer.get_tile_type(coord) == RockLayer.TileType.CRISTAL:
if closest_seed == null or player_tile.distance_to(coord) < player_tile.distance_to(closest_seed):
closest_seed = coord
@@ -95,20 +95,20 @@ class DigSeedStep extends Step:
if closest_seed:
var indicator = generate_indicator(tr("DIG_UNDERGROUND_LOOT"))
indicator.follow_game_position(closest_seed * Planet.TILE_SIZE + Vector2i.ONE * floori(Planet.TILE_SIZE/2.))
indicator.follow_game_position(closest_seed * Region.TILE_SIZE + Vector2i.ONE * floori(Region.TILE_SIZE/2.))
return [indicator]
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
for entity in planet.entity_container.get_children():
func is_step_over(_p : Player, region : Region) -> bool:
for entity in region.entity_container.get_children():
if entity is ItemObject and entity.item is Seed:
return true
return false
class TakeSeedStep extends Step:
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
func generate_indicators(_p: Player, region : Region) -> Array[InGameIndicator]:
var indicators : Array[InGameIndicator] = []
for entity in planet.entity_container.get_children():
for entity in region.entity_container.get_children():
if entity is ItemObject and entity.item is Seed:
var indicator = generate_indicator(tr("TAKE_A_SEED"))
indicator.follow_entity(entity)
@@ -117,27 +117,27 @@ class TakeSeedStep extends Step:
)
return indicators
func is_step_over(p : Player, _planet : Planet) -> bool:
func is_step_over(p : Player, _region : Region) -> bool:
for item in p.data.inventory.items:
if item is Seed:
return true
return false
class PlantSeedStep extends Step:
func generate_indicators(p: Player, planet : Planet) -> Array[InGameIndicator]:
func generate_indicators(p: Player, region : Region) -> Array[InGameIndicator]:
var indicator = generate_indicator(tr("PLANT_THE_SEED_IN_DECONTAMINED_ZONE"))
indicator.follow_game_position(Planet.CHUNK_TILE_SIZE/2. * Planet.TILE_SIZE * Vector2.ONE)
indicator.follow_game_position(Region.CHUNK_TILE_SIZE/2. * Region.TILE_SIZE * Vector2.ONE)
return [indicator]
func is_step_over(_p : Player, planet : Planet) -> bool:
for entity in planet.entity_container.get_children():
func is_step_over(_p : Player, region : Region) -> bool:
for entity in region.entity_container.get_children():
if entity is Plant:
return true
return false
class RechargeStep extends Step:
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
for entity in planet.entity_container.get_children():
func generate_indicators(_p: Player, region : Region) -> Array[InGameIndicator]:
for entity in region.entity_container.get_children():
var indicator = generate_indicator(tr("RECHARGE_TO_PASS_DAYS"))
indicator.follow_entity(entity)
if entity is TruckRecharge:
@@ -147,20 +147,20 @@ class RechargeStep extends Step:
printerr("No Recharge Station found...")
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
if planet == null :
func is_step_over(_p : Player, region : Region) -> bool:
if region == null :
return false
return planet.data.day > 1
return region.data.day > 1
class WaitMaturePlant extends Step:
func generate_indicators(_p: Player, _planet : Planet) -> Array[InGameIndicator]:
func generate_indicators(_p: Player, _region : Region) -> Array[InGameIndicator]:
return []
func is_step_over(_p : Player, planet : Planet) -> bool:
if planet == null :
func is_step_over(_p : Player, region : Region) -> bool:
if region == null :
return false
for entity in planet.entity_container.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
for entity in region.entity_container.get_children():
if entity is Plant and entity.data.get_state() == PlantData.State.MATURE:
return true
return false
@@ -168,10 +168,10 @@ class HarvestMaturePlant extends Step:
var mature_plant_number : int = 0
func generate_indicators(_p: Player, planet : Planet) -> Array[InGameIndicator]:
func generate_indicators(_p: Player, region : Region) -> Array[InGameIndicator]:
var indicators : Array[InGameIndicator] = []
for entity in planet.entity_container.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
for entity in region.entity_container.get_children():
if entity is Plant and entity.data.get_state() == PlantData.State.MATURE:
var indicator = generate_indicator(tr("HARVEST_MATURE_PLANTS_WITH_SHOVEL"))
indicator.follow_entity(entity)
indicators.append(
@@ -180,11 +180,11 @@ class HarvestMaturePlant extends Step:
mature_plant_number += 1
return indicators
func is_step_over(_p : Player, planet : Planet) -> bool:
if planet == null :
func is_step_over(_p : Player, region : Region) -> bool:
if region == null :
return false
var actual_mature_plant_number = 0
for entity in planet.entity_container.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
for entity in region.entity_container.get_children():
if entity is Plant and entity.data.get_state() == PlantData.State.MATURE:
actual_mature_plant_number += 1
return mature_plant_number != actual_mature_plant_number