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