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