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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@@ -5,26 +5,26 @@ var radius : int
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var sprite : Circle
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var collision_shape : CollisionShape2D
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var show_influence : bool = false :
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set(v):
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show_influence = v
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if sprite:
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sprite.visible = v
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set(v):
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show_influence = v
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if sprite:
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sprite.visible = v
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func _init(_radius = 100):
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radius = _radius
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radius = _radius
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func _ready():
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sprite = Circle.new()
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# sprite.z_index = 100
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sprite.radius = radius
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sprite.fill = false
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sprite.width = 1
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sprite.opacity = 0.5
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sprite.visible = show_influence
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add_child(sprite)
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sprite = Circle.new()
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# sprite.z_index = 100
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sprite.radius = radius
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sprite.fill = false
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sprite.width = 1
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sprite.opacity = 0.5
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sprite.visible = show_influence
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add_child(sprite)
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collision_shape = CollisionShape2D.new()
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var circle_shape : CircleShape2D = CircleShape2D.new()
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circle_shape.radius = radius
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collision_shape.shape = circle_shape
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add_child(collision_shape)
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collision_shape = CollisionShape2D.new()
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var circle_shape : CircleShape2D = CircleShape2D.new()
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circle_shape.radius = radius
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collision_shape.shape = circle_shape
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add_child(collision_shape)
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@@ -56,8 +56,8 @@ func start_harvest_animation():
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func set_display_lifetime_sprite(d := display_lifetime_sprite):
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display_lifetime_sprite = d
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if is_node_ready():
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%LifeTimeSprite.visible = d
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# if is_node_ready():
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# %LifeTimeSprite.visible = d
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func set_sprite_modulate(c := sprite_modulate):
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sprite_modulate = c
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