Correction du son des cristaux, ajout d'un fade out à tous les dialogues et correction de traduction
This commit is contained in:
@@ -25,8 +25,8 @@ func get_destination_scene() -> Scene:
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func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
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func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
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if level == 0:
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if level == 0:
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return MERCURY_DEPARTURE_DIALOG_PATH
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return MERCURY_DEPARTURE_DIALOG_PATH
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elif level == 1:
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if level == 1:
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return MERCURY_DEPARTURE_DIALOG_PATH
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return VENDING_MACHINE_DIALOG_PATH
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if ship_in_space and is_run_finished(level + 1):
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if ship_in_space and is_run_finished(level + 1):
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return VENUS_ARRIVAL_DIALOG_PATH
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return VENUS_ARRIVAL_DIALOG_PATH
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return ""
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return ""
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@@ -23,5 +23,6 @@ mysterious_demeter: But first things first,[pause=0.3] you have to learn how eve
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mysterious_demeter: I sent you a checklist with the things that you have to learn, and I'll provide the tools you need along the way. #id:fd
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mysterious_demeter: I sent you a checklist with the things that you have to learn, and I'll provide the tools you need along the way. #id:fd
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mysterious_demeter: [b]I send you an elevator[/b],[pause=0.2] good luck [color=#FFA617]Orchid[/color] ! #id:fe
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mysterious_demeter: [b]I send you an elevator[/b],[pause=0.2] good luck [color=#FFA617]Orchid[/color] ! #id:fe
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave mysterious_demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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[end_timeline]
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[end_timeline]
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@@ -32,4 +32,5 @@ demeter: You'll need to travel north to join me, but you won't do that in one go
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demeter: Remember, to continue, you'll need to keep your best seeds and continue to [b]evolve your plants[/b]. #id:e3
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demeter: Remember, to continue, you'll need to keep your best seeds and continue to [b]evolve your plants[/b]. #id:e3
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demeter: Good luck [color=#FFA617]Orchid[/color],[pause=0.3] I am counting on you. #id:73
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demeter: Good luck [color=#FFA617]Orchid[/color],[pause=0.3] I am counting on you. #id:73
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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@@ -9,5 +9,6 @@ demeter: The crystals in these caverns are special; they don't produce life, but
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demeter: These caverns were well known to humans. Some went there to study [color=#FFA617]Talion[/color], others to explore the cave. These explorations were very risky, but apparently some humans enjoyed risking their lives... #id:e9
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demeter: These caverns were well known to humans. Some went there to study [color=#FFA617]Talion[/color], others to explore the cave. These explorations were very risky, but apparently some humans enjoyed risking their lives... #id:e9
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demeter: Use your detector to find the entrance to the cave; humans had installed an elevator there. #id:ec
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demeter: Use your detector to find the entrance to the cave; humans had installed an elevator there. #id:ec
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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[end_timeline]
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[end_timeline]
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@@ -16,5 +16,6 @@ demeter: Anyway, there's enough in the base to repair the Internode, and I even
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demeter: I'd like you to find the base and synchronize your data with it. That will allow you to come back here if you run out of energy. #id:bd
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demeter: I'd like you to find the base and synchronize your data with it. That will allow you to come back here if you run out of energy. #id:bd
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demeter: See you [color=#FFA617]Orchid[/color] ! #id:bf
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demeter: See you [color=#FFA617]Orchid[/color] ! #id:bf
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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[end_timeline]
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[end_timeline]
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@@ -23,5 +23,6 @@ demeter: I've updated you in the meantime, and you'll discover a new tool I just
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demeter: If you were in trouble for sorting your seeds, it might help you. #id:116
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demeter: If you were in trouble for sorting your seeds, it might help you. #id:116
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demeter: Good luck with the [color=#FFA617]Venus Relay Base[/color]; it's a little further than the last one. #id:d7
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demeter: Good luck with the [color=#FFA617]Venus Relay Base[/color]; it's a little further than the last one. #id:d7
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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[end_timeline]
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[end_timeline]
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@@ -12,5 +12,6 @@ demeter: As usual, you can use your detector to find the entrance to these ruins
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demeter: [b]These artifacts will be placed on a shelf in your ship[/b], but remember that if you ran out of energy and I have to teleport the ship, you'll lose them. #id:d6
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demeter: [b]These artifacts will be placed on a shelf in your ship[/b], but remember that if you ran out of energy and I have to teleport the ship, you'll lose them. #id:d6
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demeter: It could really help you, so go fetch them. #id:118
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demeter: It could really help you, so go fetch them. #id:118
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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[end_timeline]
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[end_timeline]
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@@ -11,5 +11,6 @@ demeter: Wow, you arrived quickly! How's your journey going so far? #id:d8
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demeter: Good! I hope you're enjoying your new existence, and that you're not suffering too much from being born into something you didn't choose... #id:e0
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demeter: Good! I hope you're enjoying your new existence, and that you're not suffering too much from being born into something you didn't choose... #id:e0
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demeter: Like in [color=#FFA617]Mercury Base[/color], I'd like you to save yourself. In the meantime, I'll check the ship's condition. I hope it hasn't suffered too much damage from the jumps! #id:e1
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demeter: Like in [color=#FFA617]Mercury Base[/color], I'd like you to save yourself. In the meantime, I'll check the ship's condition. I hope it hasn't suffered too much damage from the jumps! #id:e1
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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[end_timeline]
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[end_timeline]
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@@ -17,5 +17,6 @@ demeter: I won't bother you any longer, you still have a long journey ahead, and
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demeter: ... #id:fb
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demeter: ... #id:fb
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demeter: I... am waiting for you... #id:fc
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demeter: I... am waiting for you... #id:fc
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
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leave demeter [animation="Fade Out" length="1.0"]
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[wait time="2.0"]
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[wait time="2.0"]
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[end_timeline]
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[end_timeline]
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@@ -2,6 +2,7 @@
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extends InspectableEntity
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extends InspectableEntity
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class_name WinCristal
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class_name WinCristal
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var order = 0
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@export_tool_button("Update", "Callable") var update_action = update
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@export_tool_button("Update", "Callable") var update_action = update
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@export_tool_button("Spawn Anim", "Callable") var spawn_action = spawn_animation
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@export_tool_button("Spawn Anim", "Callable") var spawn_action = spawn_animation
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@export var data : WinCristalData = WinCristalData.random() :
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@export var data : WinCristalData = WinCristalData.random() :
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@@ -20,7 +21,21 @@ func update():
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func spawn_animation():
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func spawn_animation():
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scale = Vector2.ZERO
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scale = Vector2.ZERO
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%CristalPlayer.play()
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match order:
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0:
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%CristalPlayer.play()
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1:
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%CristalPlayer2.play()
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2:
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%CristalPlayer3.play()
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3:
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%CristalPlayer4.play()
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4:
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%CristalPlayer5.play()
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_:
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%CristalPlayer6.play()
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get_tree().create_tween().tween_property(self, "scale", Vector2.ONE, 0.3).set_trans(Tween.TRANS_BOUNCE)
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get_tree().create_tween().tween_property(self, "scale", Vector2.ONE, 0.3).set_trans(Tween.TRANS_BOUNCE)
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func get_card_up_padding() -> float:
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func get_card_up_padding() -> float:
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@@ -3,7 +3,12 @@
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[ext_resource type="Script" uid="uid://cismap3cn5e36" path="res://entities/interactables/win_cristal/scripts/win_cristal.gd" id="1_yb2ta"]
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[ext_resource type="Script" uid="uid://cismap3cn5e36" path="res://entities/interactables/win_cristal/scripts/win_cristal.gd" id="1_yb2ta"]
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[ext_resource type="Script" uid="uid://cos0ennmyfvc2" path="res://entities/interactables/win_cristal/scripts/win_cristal_data.gd" id="2_vkbio"]
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[ext_resource type="Script" uid="uid://cos0ennmyfvc2" path="res://entities/interactables/win_cristal/scripts/win_cristal_data.gd" id="2_vkbio"]
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[ext_resource type="Texture2D" uid="uid://dslagvhodlepi" path="res://entities/interactables/win_cristal/assets/sprites/asset_cristals.png" id="2_yb2ta"]
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[ext_resource type="Texture2D" uid="uid://dslagvhodlepi" path="res://entities/interactables/win_cristal/assets/sprites/asset_cristals.png" id="2_yb2ta"]
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[ext_resource type="AudioStream" uid="uid://du3hfjbaoyc8" path="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map.ogg" id="4_vkbio"]
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[ext_resource type="AudioStream" uid="uid://bfhab51qe80j5" path="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map_cristal_1.wav" id="4_tfnwb"]
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[ext_resource type="AudioStream" uid="uid://cr6y4e0p3xrqv" path="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map_cristal_2.wav" id="5_c8pdf"]
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[ext_resource type="AudioStream" uid="uid://ccppo3l1vyd08" path="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map_cristal_3.wav" id="6_744fd"]
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[ext_resource type="AudioStream" uid="uid://wphcqemoy810" path="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map_cristal_4.wav" id="7_am05r"]
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[ext_resource type="AudioStream" uid="uid://v2snsj54xlkw" path="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map_cristal_5.wav" id="8_d7y1i"]
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[ext_resource type="AudioStream" uid="uid://bvhnpk7pbh75t" path="res://common/audio_manager/assets/sfx/fin_de_map/fin_de_map_cristal_6.wav" id="9_laxd1"]
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[sub_resource type="Resource" id="Resource_5lni1"]
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[sub_resource type="Resource" id="Resource_5lni1"]
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script = ExtResource("2_vkbio")
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script = ExtResource("2_vkbio")
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@@ -73,5 +78,30 @@ flip_h = true
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[node name="CristalPlayer" type="AudioStreamPlayer2D" parent="." unique_id=1879646229]
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[node name="CristalPlayer" type="AudioStreamPlayer2D" parent="." unique_id=1879646229]
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unique_name_in_owner = true
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unique_name_in_owner = true
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stream = ExtResource("4_vkbio")
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stream = ExtResource("4_tfnwb")
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bus = &"Sfx"
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[node name="CristalPlayer2" type="AudioStreamPlayer2D" parent="." unique_id=786596923]
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unique_name_in_owner = true
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stream = ExtResource("5_c8pdf")
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bus = &"Sfx"
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[node name="CristalPlayer3" type="AudioStreamPlayer2D" parent="." unique_id=1324425771]
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unique_name_in_owner = true
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stream = ExtResource("6_744fd")
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bus = &"Sfx"
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[node name="CristalPlayer4" type="AudioStreamPlayer2D" parent="." unique_id=481950996]
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unique_name_in_owner = true
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stream = ExtResource("7_am05r")
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bus = &"Sfx"
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[node name="CristalPlayer5" type="AudioStreamPlayer2D" parent="." unique_id=155314990]
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unique_name_in_owner = true
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stream = ExtResource("8_d7y1i")
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bus = &"Sfx"
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[node name="CristalPlayer6" type="AudioStreamPlayer2D" parent="." unique_id=1866214122]
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unique_name_in_owner = true
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stream = ExtResource("9_laxd1")
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bus = &"Sfx"
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bus = &"Sfx"
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@@ -16,6 +16,8 @@ const UPDATE_INTERVAL := 1.5
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const WIN_CRISTAL_SCENE = preload("res://entities/interactables/win_cristal/win_cristal.tscn")
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const WIN_CRISTAL_SCENE = preload("res://entities/interactables/win_cristal/win_cristal.tscn")
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var plant_looted : Array[Plant] = []
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var plant_looted : Array[Plant] = []
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var update_number = 0
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func _process(delta):
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func _process(delta):
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%CPUParticles2D.emitting = started_time < WAVE_DURATION
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%CPUParticles2D.emitting = started_time < WAVE_DURATION
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@@ -58,11 +60,13 @@ func update():
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p.produce_seed()
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p.produce_seed()
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plant_looted.append(p)
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plant_looted.append(p)
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spawn_cristal()
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spawn_cristal(update_number)
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update_number += 1
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func spawn_cristal():
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func spawn_cristal(order := 0):
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var new_cristal := WIN_CRISTAL_SCENE.instantiate() as WinCristal
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var new_cristal := WIN_CRISTAL_SCENE.instantiate() as WinCristal
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new_cristal.order = order
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new_cristal.data = WinCristalData.random()
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new_cristal.data = WinCristalData.random()
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var random_angle = randf_range(-PI,PI)
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var random_angle = randf_range(-PI,PI)
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@@ -1,5 +1,5 @@
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keys,en,fr
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keys,en,fr
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Text/117/text,"I've found something that might help you. I've cataloged ancient human ruins all over the planet, and some of them contain ""vending machines,"" machines for exchanging items for money.",,"J'ai déniché quelque chose qui pourrait t'aider. J'ai répertorié des anciennes ruines humaines un peu partout sur la planète, et dans certaines, on trouve des ""distributeurs"", des machines d'échange d'objet contre de l'argent."
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Text/117/text,"I've found something that might help you. I've cataloged ancient human ruins all over the planet, and some of them contain ""vending machines,"" machines for exchanging items for money.","J'ai déniché quelque chose qui pourrait t'aider. J'ai répertorié des anciennes ruines humaines un peu partout sur la planète, et dans certaines, on trouve des ""distributeurs"", des machines d'échange d'objet contre de l'argent."
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Choice/101/text,Thanks !,Merci !
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Choice/101/text,Thanks !,Merci !
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Choice/101/disabled_text,,
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Choice/101/disabled_text,,
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Choice/cf/text,Vending machines?,Des distributeurs ?
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Choice/cf/text,Vending machines?,Des distributeurs ?
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Block a user