Dev pour la beta 1.4

* Changements de la texture des cristaux de Talion dans tous les assets 3D pour correspondre aux assets 2D
* Ajout d'un évenement en fin de région, une résurgence de Talion qui décontamine et fait looter les plantes mature aux alentours
* Ajout d'un path finding sur le mouvement du robot
* Modification du flow des actions à la souris : ajout d'un nouveau son, d'un icône à l'emplacement de l'action
* Modification du nombre et de l'ordre de mutation débloquées
* Augmentation de la valeur maximale de zoom
* Modification des scores à atteindre dans les premières régions
* Modification de l'interface du vaisseau, laissant apparaitre une roadmap plus claire, et laissant inspecter l'inventaire actuel
* Modification de l'icône d'action dans les scènes 3D
* Augmentation de la zone d'écart entre les plantes, et augmentation du taux de zone fertile en conséquence
* La station de recharge devient inutilisable après la fin de la région
* Ajout d'une transparence lors de la sélection d'objets derrières d'autres objets
* Les plantes juvéniles donneront toujours une graine si coupées
* Ajout d'un bouclage sur les couleurs des mutations
* Fix des hitbox des plantes pour l'inspection à la souris
* Fix de plusieurs bugs sur la manipulation de l'inventaire
* Ajout de nombreux screenshots d'utilisation des outils lors du tutoriel
* Amélioration mineure de la traduction/wording
This commit is contained in:
2026-05-17 02:29:55 +02:00
parent 73b0bf2d33
commit 8efe8bce36
126 changed files with 1955 additions and 463 deletions

View File

@@ -1,7 +1,9 @@
extends InspectableEntity
class_name Plant
const PLANT_AREA_RADIUS = 20
const PLANT_AREA_RADIUS = 40
const PLANT_GROWING_AREA_HEIGHT = 70
const PLANT_MATURE_AREA_HEIGHT = 150
const HARVESTED_SEED_DISPLACEMENT_FACTOR = 100
const RANDOM_MAX_GROW_INTERVAL = Region.MIN_PASS_DAY_ANIMATION_TIME/2. - 0.1
@@ -22,6 +24,7 @@ const SPRITE_SCENE : PackedScene = preload("res://entities/plants/plant_sprite.t
@onready var influence_zone : PlantInfluenceZone
var harvested = false
var last_state : PlantData.State
func _init(
_data : PlantData
@@ -30,7 +33,7 @@ func _init(
func _ready():
plant_sprite = generate_sprite()
collision_shape = generate_collision_shape()
generate_collision_shape()
influence_zone = generate_influence_zone()
plant_sprite.setup_plant_sprite(data)
@@ -53,9 +56,6 @@ func inspect(is_inspected : bool = true):
plant_sprite.display_lifetime_sprite = is_inspected
influence_zone.show_influence = is_inspected
func affect_preview(is_affected : bool = true):
plant_sprite.sprite_modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
func generate_sprite() -> PlantSprite:
var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
@@ -64,15 +64,28 @@ func generate_sprite() -> PlantSprite:
return sprite_object
func generate_collision_shape() -> CollisionShape2D:
var collision = CollisionShape2D.new()
var shape = CircleShape2D.new()
func generate_collision_shape():
if collision_shape:
collision_shape.queue_free()
collision_shape = CollisionShape2D.new()
var shape = CapsuleShape2D.new()
shape.radius = PLANT_AREA_RADIUS
collision.shape = shape
add_child(collision)
var height = PLANT_AREA_RADIUS
return collision
match data.get_state():
PlantData.State.GROWING:
height = PLANT_GROWING_AREA_HEIGHT
PlantData.State.MATURE:
height = PLANT_MATURE_AREA_HEIGHT
shape.height = height
collision_shape.shape = shape
collision_shape.position.y -= height / 5.
add_child(collision_shape)
func generate_influence_zone() -> PlantInfluenceZone:
var zone = PlantInfluenceZone.new(data.get_influence_radius())
@@ -85,13 +98,14 @@ func generate_influence_zone() -> PlantInfluenceZone:
func _pass_day():
await get_tree().create_timer(randf_range(0., RANDOM_MAX_GROW_INTERVAL)).timeout
var last_state = data.get_state()
last_state = data.get_state()
data.day += 1
for m in data.mutations:
m._start_day_effect(self)
func _end_pass_day():
match data.get_state():
PlantData.State.MATURE:
if last_state != PlantData.State.MATURE:
@@ -99,7 +113,7 @@ func _pass_day():
PlantData.State.DEAD:
die()
generate_collision_shape()
plant_sprite.update_plant_sprite(data, last_state != data.get_state())
@@ -110,7 +124,7 @@ func calculate_plant_score(
func harvest():
for i in range(data.get_seed_number()):
produce_seed()
await produce_seed()
if data.get_state() == PlantData.State.MATURE:
for m in data.mutations:
@@ -128,6 +142,7 @@ func produce_seed():
global_position,
HARVESTED_SEED_DISPLACEMENT_FACTOR,
)
await plant_sprite.play_bump_animation()
func mature():
for m in data.mutations:
@@ -137,7 +152,8 @@ func die():
for m in data.mutations:
m._start_dead_effect(self)
for i in range(data.get_seed_number()):
produce_seed()
await produce_seed()
AudioManager.play_sfx("Harvest")
disappear()
func disappear():

View File

@@ -96,7 +96,7 @@ func is_mature() -> bool:
return get_state() == State.MATURE
func get_seed_number(state = get_state()):
var seed_number = get_plant_info().get_seed_number() if (state == State.MATURE or state == State.DEAD) else 0
var seed_number = get_plant_info().get_seed_number() if (state == State.MATURE or state == State.DEAD) else 1
for m in mutations:
seed_number = m.mutate_seed_number(self , seed_number)

View File

@@ -124,4 +124,4 @@ static func get_rarity_color(rarity: int) -> Color:
Color("FFA617"),
]
return rarity_colors[min(rarity, len(rarity_colors) - 1)%len(rarity_colors)]
return rarity_colors[rarity%len(rarity_colors)]

View File

@@ -23,4 +23,4 @@ func _start_maturation_effect(plant : Plant):
func get_purification_radius() -> int:
return level * 2
return level

View File

@@ -1,4 +1,4 @@
extends Node2D
extends Area2D
class_name PlantSprite
const PLANTED_SEED_CROP_WIDTH = 50
@@ -64,6 +64,13 @@ func set_sprite_modulate(c := sprite_modulate):
if is_node_ready():
%Sprite.modulate = c
func affect_preview(is_affected : bool = true):
sprite_modulate = InspectableEntity.MODULATE_AFFECTED_COLOR if is_affected else Color.WHITE
func _on_body_entered(body: Node2D) -> void:
if body is Player && $AnimationPlayer.current_animation != "player_move":
$AnimationPlayer.play("player_move");
func play_bump_animation():
%AnimationPlayer.play("bump")
await %AnimationPlayer.animation_finished