ajouts d'objectifs sur la carte, déplacements des icônes et divers changements
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@@ -41,7 +41,7 @@ func _start_pass_day():
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# Méthode déclenchée par la classe planet
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func _pass_day():
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recharge()
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full_recharge()
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# Méthode déclenchée par la classe planet
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func _end_pass_day():
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@@ -149,15 +149,19 @@ func use_item(item : Item):
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if item.is_one_time_use():
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delete_item(item)
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func upgrade():
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max_energy += 1
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energy += 1
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func upgrade_max_energy(amount = 1):
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max_energy += amount
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upgraded.emit()
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player_updated.emit(self)
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func recharge(amount : int = max_energy):
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energy = min(energy + amount, max_energy)
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energy = energy + amount
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upgraded.emit()
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func generate_action_area(radius : int = 0) -> Area2D:
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func full_recharge():
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energy = max(energy, max_energy)
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func generate_action_zone(radius : int = 0) -> Area2D:
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var area2D = Area2D.new()
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var collision_shape = CollisionShape2D.new()
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var circle_shape = CircleShape2D.new()
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@@ -173,13 +177,13 @@ func generate_action_area(radius : int = 0) -> Area2D:
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func setup_preview_zone(zone_radius : int) -> Area2D:
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if preview_zone:
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preview_zone.queue_free()
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preview_zone = generate_action_area(zone_radius)
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preview_zone = generate_action_zone(zone_radius)
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return preview_zone
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func setup_action_zone(zone_position : Vector2, zone_radius : int) -> Area2D:
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if action_zone:
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action_zone.queue_free()
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action_zone = generate_action_area(zone_radius)
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action_zone = generate_action_zone(zone_radius)
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action_zone.global_position = zone_position
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return action_zone
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