Dev Démo 1.2
* les plantes se placent désormais sur une grille * ajouts de curseurs relatifs à l'item * ajout de settings sur la sensibilité à la souris * ajout d'un défi en fin de run
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@@ -64,6 +64,10 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
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challenge_modifiers.pick_random(),
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benefic_modifiers.pick_random()
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] as Array[RegionModifier]
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elif story_step.is_run_point_dangerous(next_level):
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region_parameter.modifiers = [
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challenge_modifiers.pick_random()
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] as Array[RegionModifier]
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else:
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region_parameter.modifiers = [
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normal_modifiers.pick_random()
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@@ -58,8 +58,6 @@ const AVAILABLE_LANGUAGES_LABEL = [
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@export var action_remapped : Array[String] = []
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@export var input_remapped : Array[InputEvent] = []
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@export var auto_pickup := true
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@export var fov := 75. :
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set(v):
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fov = v
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@@ -68,6 +66,10 @@ const AVAILABLE_LANGUAGES_LABEL = [
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#region ------------------ Game ------------------
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@export var auto_pickup := true
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@export var mouse_sensivity := 0.2
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const MAX_ZOOM = 2.
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const MIN_ZOOM = 0.5
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@@ -37,7 +37,7 @@ func get_cave_occurence(_level : int) -> int:
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return 3
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func get_challenge_chance(_level : int) -> float:
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return 0.3
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return 0.15
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func get_run_point_number(level : int) -> int:
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if is_run_finished(level):
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@@ -47,6 +47,9 @@ func get_run_point_number(level : int) -> int:
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func get_charge_number(_level : int) -> int:
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return 10
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func is_run_point_dangerous(level : int) -> bool:
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return level == get_region_sequence_length() - 2
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func get_objective_for_region(level : int) -> int:
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match level:
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1: return 10
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