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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@@ -10,148 +10,148 @@ const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE
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const CARD_VISUALISATION_TIME = 0.5
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const CARD_UP_PADDING = 50
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@export var default_cursor : Texture2D
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@export var default_cursor: Texture2D
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var current_inspect : Node = null
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var inspected : Node = null
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var inspected_card_info : CardInfo = null
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var time_last_inspected : float = 0.
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var player : Player # renseigné par Player
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var can_interact : bool = false
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var current_selected_item : Item = null
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var have_energy_to_use_item : bool = false
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var could_use_item : bool = false
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var can_use_item : bool = false
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var current_inspect: Node = null
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var inspected: Node = null
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var inspected_card_info: CardInfo = null
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var time_last_inspected: float = 0.
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var player: Player # renseigné par Player
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var can_interact: bool = false
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var current_selected_item: Item = null
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var have_energy_to_use_item: bool = false
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var could_use_item: bool = false
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var can_use_item: bool = false
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func _ready():
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Input.set_custom_mouse_cursor(default_cursor)
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%Action.visible = false
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Input.set_custom_mouse_cursor(default_cursor)
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%Action.visible = false
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func _input(_event):
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if player:
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if Input.is_action_just_pressed("move_pointer"):
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player.try_move(
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player.get_global_mouse_position()
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)
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if Input.is_action_just_pressed("drop"):
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player.drop_item()
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if player:
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if Input.is_action_just_pressed("move_pointer"):
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player.try_move(
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player.get_global_mouse_position()
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)
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if Input.is_action_just_pressed("drop"):
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player.drop_item()
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if Input.is_action_just_pressed("action"):
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if can_interact:
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var interactable = current_inspect as Interactable
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player.try_interact(interactable)
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elif can_use_item:
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player.try_use_item(
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player.data.inventory.get_item(),
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player.get_global_mouse_position()
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)
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if Input.is_action_just_pressed("action"):
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if can_interact:
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var interactable = current_inspect as Interactable
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player.try_interact(interactable)
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elif can_use_item:
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player.try_use_item(
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player.data.inventory.get_item(),
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player.get_global_mouse_position()
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)
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func _process(delta):
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if current_inspect != inspected:
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time_last_inspected += delta
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%Inspector.position = get_viewport().get_mouse_position()
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if current_inspect != inspected:
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time_last_inspected += delta
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%Inspector.position = get_viewport().get_mouse_position()
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if player:
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can_interact = (
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current_inspect
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and current_inspect is Interactable
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and player.can_interact(current_inspect)
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)
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if player:
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can_interact = (
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current_inspect
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and current_inspect is Interactable
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and player.can_interact(current_inspect)
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)
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current_selected_item = player.data.inventory.get_item()
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current_selected_item = player.data.inventory.get_item()
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could_use_item = (
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current_selected_item
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and player.preview_could_use_item(current_selected_item)
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)
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could_use_item = (
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current_selected_item
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and player.preview_could_use_item(current_selected_item)
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)
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have_energy_to_use_item = (
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current_selected_item
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and player.has_energy_to_use_item(current_selected_item)
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)
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have_energy_to_use_item = (
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current_selected_item
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and player.has_energy_to_use_item(current_selected_item)
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)
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can_use_item = could_use_item and have_energy_to_use_item
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can_use_item = could_use_item and have_energy_to_use_item
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if current_selected_item:
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%ActionZone.radius = current_selected_item.usage_zone_radius
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%ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR
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else:
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%ActionZone.radius = 0
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%ActionZone.queue_redraw()
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if current_selected_item:
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%ActionZone.radius = current_selected_item.usage_zone_radius
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%ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR
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else:
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%ActionZone.radius = 0
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%ActionZone.queue_redraw()
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update_card()
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update_card()
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update_inspector()
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update_inspector()
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func inspect(node : Node):
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if current_inspect and current_inspect != node and current_inspect.has_method("inspect"):
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current_inspect.inspect(false)
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current_inspect = node
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inspected = node
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if inspected is InspectableEntity:
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inspected_card_info = inspected.card_info()
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elif inspected is InventoryGuiItem and inspected.item != null:
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inspected_card_info = inspected.item.card_info()
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else :
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inspected_card_info = null
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time_last_inspected = 0
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if current_inspect.has_method("inspect"):
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current_inspect.inspect(true)
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update_inspector()
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func inspect(node: Node):
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if current_inspect and current_inspect != node and current_inspect.has_method("inspect"):
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current_inspect.inspect(false)
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current_inspect = node
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inspected = node
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if inspected is InspectableEntity:
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inspected_card_info = inspected.card_info()
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elif inspected is InventoryGuiItem and inspected.item != null:
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inspected_card_info = inspected.item.card_info()
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elif inspected is RegionPoint:
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inspected_card_info = inspected.card_info()
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else:
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inspected_card_info = null
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time_last_inspected = 0
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if current_inspect.has_method("inspect"):
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current_inspect.inspect(true)
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update_inspector()
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func update_card():
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if (
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not inspected or inspected_card_info == null
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or time_last_inspected > CARD_VISUALISATION_TIME
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or get_tree().paused
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):
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%CardVisualiser.hide()
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if (
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not inspected or inspected_card_info == null
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or time_last_inspected > CARD_VISUALISATION_TIME
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or get_tree().paused
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):
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%CardVisualiser.hide()
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elif inspected != null and (
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inspected is InspectableEntity
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or inspected is InventoryGuiItem
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):
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if inspected_card_info != %CardVisualiser.card_info:
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%CardVisualiser.card_info = inspected_card_info
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%CardVisualiser.show()
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elif inspected != null :
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if inspected_card_info != %CardVisualiser.card_info:
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%CardVisualiser.card_info = inspected_card_info
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%CardVisualiser.show()
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var camera = get_viewport().get_camera_2d()
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var screen_size = get_viewport().get_visible_rect().size
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if inspected is InspectableEntity:
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%CardPosition.position = inspected.global_position - camera.global_position + screen_size / 2 + CARD_UP_PADDING * Vector2.UP
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elif inspected is InventoryGuiItem:
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%CardPosition.position = inspected.global_position + inspected.size/2 + CARD_UP_PADDING * Vector2.UP
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if %CardVisualiser.is_mouse_over():
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time_last_inspected = 0.
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var camera = get_viewport().get_camera_2d()
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var screen_size = get_viewport().get_visible_rect().size
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if inspected is InspectableEntity:
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%CardPosition.position = inspected.global_position - camera.global_position + screen_size / 2 + CARD_UP_PADDING * Vector2.UP
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elif inspected is Control:
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%CardPosition.position = inspected.global_position + inspected.size / 2 + CARD_UP_PADDING * Vector2.UP
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elif inspected is Node3D:
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%CardPosition.position = get_viewport().get_camera_3d().unproject_position(inspected.global_position) + CARD_UP_PADDING * Vector2.UP
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if %CardVisualiser.is_mouse_over():
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time_last_inspected = 0.
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func update_inspector():
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if player:
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if can_interact and current_inspect and current_inspect is Interactable:
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%Action.visible = true
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%ActionText.text = current_inspect.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if current_inspect.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = current_inspect.interaction_cost(player) != 0
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elif current_selected_item and current_selected_item.use_text() != "":
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%Action.visible = true
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%ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "")
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if can_use_item:
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%Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.energy_usage == 0 else ENERGY_ACTION_COLOR
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else :
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%Action.modulate = NO_ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = current_selected_item.energy_usage != 0
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else:
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%Action.visible = false
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else:
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%Action.visible = false
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if player:
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if can_interact and current_inspect and current_inspect is Interactable:
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%Action.visible = true
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%ActionText.text = current_inspect.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if current_inspect.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = current_inspect.interaction_cost(player) != 0
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elif current_selected_item and current_selected_item.use_text() != "":
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%Action.visible = true
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%ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "")
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if can_use_item:
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%Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.energy_usage == 0 else ENERGY_ACTION_COLOR
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else:
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%Action.modulate = NO_ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = current_selected_item.energy_usage != 0
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else:
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%Action.visible = false
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else:
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%Action.visible = false
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func stop_inspect(node : Node):
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if node.has_method("inspect"):
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node.inspect(false)
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if current_inspect == node:
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current_inspect = null
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update_inspector()
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func stop_inspect(node: Node):
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if node.has_method("inspect"):
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node.inspect(false)
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if current_inspect == node:
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current_inspect = null
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update_inspector()
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