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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@@ -14,6 +14,7 @@ enum ItemType {TOOL_ITEM, CONSUMABLE_ITEM}
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@export var type: ItemType : get = get_item_type
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@export var description: String : get = get_description
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var icon: Texture2D : get = get_icon
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var pointer: Texture2D : get = get_pointer
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@export var usage_zone_radius: int = 5 : get = get_usage_zone_radius
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@export var energy_usage : int = 1 : get = get_energy_used
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@@ -29,6 +30,9 @@ func get_description() -> String:
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func get_icon() -> Texture2D:
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return icon
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func get_pointer() -> Texture2D:
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return null
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func get_energy_used() -> int:
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return energy_usage
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@@ -50,6 +54,9 @@ func get_usage_object_affected(_i : Area2D) -> bool:
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func is_one_time_use():
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return false
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func snap_usage_to_grid():
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return false
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func can_use(_player : Player, _zone: Player.ActionZone) -> bool:
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return false
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@@ -13,6 +13,9 @@ func get_description() -> String:
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func get_icon() -> Texture2D:
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return preload("res://common/icons/broadcast.svg")
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func get_pointer() -> Texture2D:
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return preload("res://gui/pointer/assets/cursors/pointer-signal.svg")
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func get_energy_used() -> int:
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return 0
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@@ -12,9 +12,15 @@ func get_description() -> String:
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func get_icon() -> Texture2D:
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return preload("res://common/icons/fork.svg")
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func get_pointer() -> Texture2D:
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return preload("res://gui/pointer/assets/cursors/pointer-fork.svg")
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func get_item_type() -> ItemType:
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return Item.ItemType.TOOL_ITEM
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func snap_usage_to_grid():
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return true
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func get_energy_used() -> int:
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return 1
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@@ -12,6 +12,9 @@ func get_description() -> String:
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func get_icon() -> Texture2D:
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return preload("res://common/icons/pick.svg")
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func get_pointer() -> Texture2D:
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return preload("res://gui/pointer/assets/cursors/pointer-dig.svg")
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func get_energy_used() -> int:
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return 1
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@@ -65,15 +65,21 @@ func get_icon() -> Texture2D:
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stored_icon = PlantTextureBuilder.build_seed_texture(plant_name.hash())
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return stored_icon
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func get_pointer() -> Texture2D:
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return preload("res://gui/pointer/assets/cursors/pointer-seed.svg")
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func get_energy_used() -> int:
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return 1
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func get_usage_zone_radius() -> int:
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return 50
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return 10
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func get_usage_object_affected(i : Area2D) -> bool:
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return i is PlantSprite
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func snap_usage_to_grid():
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return true
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func use_text() -> String:
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return tr("PLANT_%s") % plant_name
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@@ -88,13 +94,12 @@ func can_use(player : Player, zone : Player.ActionZone) -> bool:
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var is_there_a_plant_here = false
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for area in zone.get_affected_areas():
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if area is PlantSprite:
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if area is PlantSprite or area is TruckRecharge:
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is_there_a_plant_here = true
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var plant_tiles = Math.get_tiles_in_circle(
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var plant_tiles = [Math.get_tile_from_pos(
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zone.get_global_position(),
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20
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)
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)] as Array[Vector2i]
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return (
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not is_there_a_plant_here
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@@ -13,6 +13,9 @@ func get_description() -> String:
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func get_icon() -> Texture2D:
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return preload("res://common/icons/rocket.svg")
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func get_pointer() -> Texture2D:
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return preload("res://gui/pointer/assets/cursors/pointer-ship.svg")
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func get_energy_used() -> int:
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return 0
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