developpement d'écran de chargement et d'écran de sélection de niveau

* modification de certains assets
* optimisation de chunks
* ajout d'un SceneManager
* ajout d'un premier dialogue avec Demeter
* changement des jour en charge
* mise en place d'un système de run
* etc...
This commit is contained in:
2026-01-10 13:04:33 +01:00
parent c130c47042
commit 9c449b234f
136 changed files with 3464 additions and 1147 deletions

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@@ -10,10 +10,10 @@ func _init():
@export var settings : SettingsData = SettingsData.new()
@export var current_planet_data : PlanetData = PlanetData.new() :
set(v):
current_planet_data = v
current_planet_data_updated.emit(v)
@export var current_run : RunData = RunData.new()
@export var current_planet_data : PlanetData : get = get_current_planet_data
@export var player_data : PlayerData = PlayerData.new()
@export var unlocked_plant_types : Array[PlantType] = []
@@ -22,12 +22,19 @@ func _init():
@export var truck_data : TruckData = TruckData.new()
func _ready():
current_run.run_point_changed.connect(
func(): current_planet_data_updated.emit(get_current_planet_data)
)
func set_default_unlocked():
unlocked_plant_types = all_plant_types()
unlocked_plant_mutations = all_plant_mutations()
unlocked_machines = all_machines()
func reset_planet():
current_planet_data = PlanetData.new()
func reset_run():
current_run = RunData.new()
current_planet_data_updated.emit()
func reset_player():
player_data = PlayerData.new()
@@ -36,7 +43,7 @@ func reset_truck():
truck_data = TruckData.new()
func reset_all():
reset_planet()
reset_run()
reset_player()
reset_truck()
@@ -55,6 +62,9 @@ func get_locked_plant_types() -> Array[PlantType]:
return locked_plant_type
func get_current_planet_data():
return current_run.get_current_planet_data()
func is_plant_type_unlocked(new_plant_type : PlantType):
return unlocked_plant_types.find_custom(
func (upt : PlantType): return new_plant_type.name == upt.name

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@@ -0,0 +1,108 @@
extends Resource
class_name RunData
const RUN_POINT_POSITION_DERIVATION = 70
const DIFFICULTY_INCREASE_BY_LEVEL = 1
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3]
const RUN_POINT_MAX_LEVEL = 10
signal run_point_changed
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
@export var current_run_point : RunPoint = null
@export var visited_run_points : Array[RunPoint] = []
#region ------------------ Generation ------------------
func generate_first_run_point() -> RunPoint:
return RunPoint.new(0, PlanetParameter.new())
func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
if run_point.level == RUN_POINT_MAX_LEVEL - 1 or run_point.level == -1:
nb_next_run_points = 1
elif run_point.level == RUN_POINT_MAX_LEVEL:
nb_next_run_points = 0
next_run_points = []
for i in range(nb_next_run_points):
next_run_points.append(
generate_next_run_point(run_point)
)
return next_run_points
func generate_next_run_point(run_point : RunPoint) -> RunPoint:
return RunPoint.new(
run_point.level + 1,
generate_difficulty_increased_planet_parameter(run_point.planet_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
)
func generate_difficulty_increased_planet_parameter(
planet_parameter : PlanetParameter,
difficulty : int = 1
) -> PlanetParameter:
var i_diff := difficulty
var new_planet_parameter = PlanetParameter.new(
planet_parameter.charges,
planet_parameter.objective
)
while i_diff > 0:
var available_difficulty_modifier = [
DifficultyDecreaseCharge.new(),
DifficultyIncreaseObjective.new()
].filter(
func (mod : DifficultyModifier):
return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_planet_parameter)
)
var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
selected_difficulty_modifier.modify(new_planet_parameter)
i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
return new_planet_parameter
#endregion
func get_next_run_points() -> Array[RunPoint]:
return next_run_points
func get_current_planet_data() -> PlanetData:
if current_run_point:
return current_run_point.planet_data
else:
return null
func choose_next_run_point(run_point : RunPoint) -> RunPoint:
if current_run_point:
visited_run_points.append(current_run_point)
current_run_point = run_point
next_run_points = generate_next_run_points(current_run_point)
return current_run_point
class DifficultyModifier:
func modify(_planet_parameter : PlanetParameter):
pass
func can_modifiy(_planet_parameter : PlanetParameter) -> bool:
return true
func get_difficulty_cost() -> int:
return 1
class DifficultyIncreaseObjective extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.objective += 1
class DifficultyDecreaseCharge extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.charges -= 1
func can_modifiy(planet_parameter : PlanetParameter) -> bool:
return planet_parameter.charges >= 3

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@@ -0,0 +1 @@
uid://dhci2ut27wdef

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@@ -0,0 +1,60 @@
@tool
extends Resource
class_name RunPoint
const DANGER_ICON = preload("res://common/icons/skull.svg")
const TYPE_ICON = preload("res://common/icons/map-pin.svg")
const OBJECTIVE_ICON = preload("res://common/icons/dna.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@export var level : int = 0 # X pos along the planet, and difficulty
@export var planet_parameter : PlanetParameter = PlanetParameter.new() :
set(v):
planet_parameter = v
planet_data = PlanetData.new(planet_parameter)
@export var region_name : String = generate_region_name()
@export var position : int = 0 # Y pos along the planet, 0 to 360
var planet_data : PlanetData
func _init(
_level : int = 0,
_planet_parameter : PlanetParameter = PlanetParameter.new(),
_position : int = randi_range(0,360),
_region_name : String = generate_region_name()
):
level = _level
planet_parameter = _planet_parameter
position = _position
region_name = _region_name
planet_data = PlanetData.new(planet_parameter)
func card_info() -> CardInfo:
var info = CardInfo.new(region_name)
info.important_stat_icon = DANGER_ICON
info.important_stat_text = "%d" % level
info.type_icon = TYPE_ICON
info.stats.append_array([
CardStatInfo.new(tr("%d_GARDEN_POINTS") % planet_parameter.objective, OBJECTIVE_ICON),
CardStatInfo.new(tr("%d_CHARGES_AVAILABLE") % planet_parameter.charges, CHARGE_ICON),
])
return info
func generate_region_name() -> String:
var vowel = ["a","e","i","o","u","y"]
var consonants = ["b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "z", "'"]
var word_len = randf_range(4,8)
var word = ''
var last_letter_is_vowel = false
for i in range(word_len):
if last_letter_is_vowel:
word += consonants.pick_random()
else:
word += vowel.pick_random()
last_letter_is_vowel = not last_letter_is_vowel
return word.capitalize()

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@@ -0,0 +1 @@
uid://b4eimt3v08jhc