ajouts d'objectifs sur la carte, déplacements des icônes et divers changements
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@@ -5,15 +5,11 @@ const BORDER_WIDTH = 100
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@export var import_entities_from_node : Node2D = null
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@export var terrainData : TerrainData
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@onready var terrain_data : TerrainData = GameInfo.game_data.current_terrain_data if GameInfo.game_data.current_terrain_data else TerrainData.new()
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@onready var borderLimit : StaticBody2D = create_border_limit()
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@onready var entityContainer : Node2D = create_entity_container()
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func _init():
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if not terrainData:
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terrainData = TerrainData.new()
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func add_entity(e : Node2D, container : Node2D = entityContainer):
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if e.get_parent():
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e.get_parent().remove_child(e)
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@@ -23,7 +19,7 @@ func add_entity(e : Node2D, container : Node2D = entityContainer):
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func create_entity_container() -> Node2D:
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var container = Node2D.new()
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container.y_sort_enabled = true
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container.position = terrainData.terrainSize/2
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container.position = terrain_data.terrain_size/2
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add_child(container)
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@@ -33,10 +29,22 @@ func create_entity_container() -> Node2D:
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return container
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func drop_item(item: Item, item_position : Vector2) -> ItemObject:
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func drop_item(item: Item, item_position : Vector2, random_displacement_factor = 0) -> ItemObject:
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var item_object = ItemObject.new(item)
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add_entity(item_object)
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item_object.global_position = item_position
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if random_displacement_factor:
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var displacement_direction = randf_range(0,2*PI)
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var displacement = Vector2.ONE.rotated(displacement_direction) * randf_range(0, random_displacement_factor)
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var tween : Tween = get_tree().create_tween()
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tween.tween_property(
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item_object,
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"position",
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item_object.position + displacement,
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0.2
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)
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return item_object
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func create_border_limit() -> StaticBody2D:
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@@ -46,7 +54,7 @@ func create_border_limit() -> StaticBody2D:
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add_child(staticBody)
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staticBody.add_child(staticBodyCollision)
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var size = terrainData.terrainSize
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var size = terrain_data.terrain_size
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staticBodyCollision.polygon = PackedVector2Array([
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Vector2(0,0),
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Vector2(0, size.y),
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