* Ajout des modes de jeu
* Dev de subterra et estia
* Ajout de tous les dialogues et traduction
* Ajout d'un splashscreen
This commit is contained in:
2026-07-19 12:08:29 +02:00
parent a299ecc320
commit 9fdf8d2888
428 changed files with 7387 additions and 778 deletions
+14 -2
View File
@@ -14,6 +14,14 @@ func _init(
progression_data = StoryProgressionData.new()
elif game_mode == Mode.INFINITE:
progression_data = InfiniteProgressionData.new()
if GameInfo:
max_energy_announced = progression_data.get_story_step().get_player_max_energy(
GameInfo.settings_data.story_mode_difficulty
)
max_inventory_announced = progression_data.get_story_step().get_player_max_inventory(
GameInfo.settings_data.story_mode_difficulty
)
@export var game_mode : Mode = GameData.Mode.STORY
@@ -41,8 +49,8 @@ func _init(
@export var dead_orchid_rotation : Vector3
@export var item_announced = []
@export var max_energy_announced = PlayerData.DEFAULT_MAX_ENERGY
@export var max_inventory_announced = PlayerData.DEFAULT_INVENTORY_SIZE
@export var max_energy_announced : int
@export var max_inventory_announced : int
@export var dialogs_done : Array[String] = [] #Chemin des dialogues terminés
@export var tutorials_done : Array[String] = []
@@ -52,6 +60,10 @@ func start_run() -> RunData:
player_data.clear_inventory()
current_run = RunData.new()
current_run.story_step = progression_data.get_story_step().duplicate_deep()
current_run.difficulty_setting = (
1 if progression_data == InfiniteProgressionData
else GameInfo.settings_data.story_mode_difficulty
)
current_run.generate_next_run_points()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):
+12 -11
View File
@@ -17,21 +17,22 @@ var run_seed = randi()
current_run_point_changed.emit(v)
@export var artefacts : Array[Artefact] = []
@export var difficulty_setting : int = 1
var plant_info = RunDataPlantInfo.new(self)
func is_finished() -> bool:
return story_step.is_run_finished(level)
return story_step.is_run_finished(level, difficulty_setting)
func get_progress() -> int:
return story_step.get_run_progress(level)
return story_step.get_run_progress(level, difficulty_setting)
#region ------------------ Run Points ------------------
func generate_next_run_points() -> Array[RunPoint]:
next_run_points = []
for i in range(story_step.get_run_point_number(level+1)):
for i in range(story_step.get_run_point_number(level+1, difficulty_setting)):
var last_modifiers : Array[String] = []
if len(next_run_points):
for m in next_run_points[0].region_parameter.modifiers:
@@ -57,14 +58,14 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
func(m : RegionModifier): return not m.modifier_name in last_modifiers
)
if story_step.need_gameplay_modifier(next_level):
var is_challenge = randf() < story_step.get_challenge_chance(next_level)
if story_step.need_gameplay_modifier(next_level, difficulty_setting):
var is_challenge = randf() < story_step.get_challenge_chance(next_level, difficulty_setting)
if is_challenge:
region_parameter.modifiers = [
challenge_modifiers.pick_random(),
benefic_modifiers.pick_random()
] as Array[RegionModifier]
elif story_step.is_run_point_dangerous(next_level):
elif story_step.is_run_point_dangerous(next_level, difficulty_setting):
region_parameter.modifiers = [
challenge_modifiers.pick_random()
] as Array[RegionModifier]
@@ -75,15 +76,15 @@ func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint:
region_parameter.modifiers.append_array(
story_step.get_gameplay_modifiers_for_region(next_level)
story_step.get_gameplay_modifiers_for_region(next_level, difficulty_setting)
)
region_parameter.modifiers.append_array(
story_step.get_story_modifiers_for_region(next_level)
story_step.get_story_modifiers_for_region(next_level, difficulty_setting)
)
region_parameter.objective = story_step.get_objective_for_region(next_level)
region_parameter.charge = story_step.get_charge_number(next_level)
region_parameter.objective = story_step.get_objective_for_region(next_level, difficulty_setting)
region_parameter.charge = story_step.get_charge_number(next_level, difficulty_setting)
return RunPoint.new(
@@ -101,7 +102,7 @@ func choose_next_run_point(run_point : RunPoint = null) -> RunPoint:
return current_run_point
func get_cockpit_exit_scene() -> Scene:
if story_step.is_run_finished(level):
if story_step.is_run_finished(level, difficulty_setting):
return story_step.get_destination_scene()
else :
return RegionScene.new(GameInfo.game_data.current_region_data)
@@ -72,6 +72,14 @@ const AVAILABLE_LANGUAGES_LABEL = [
#region ------------------ Game ------------------
const AVAILABLE_DIFFICULTY = [
"COSY_MODE",
"ADVENTURE_MODE",
"CHALLENGE_MODE"
]
@export var story_mode_difficulty := 1 # Voir AVAILABLE_DIFFICULTY
@export var auto_pickup := true
@export var mouse_sensivity := 0.2
@@ -17,20 +17,29 @@ func get_respawn_scene() -> Scene:
true
)
func get_cave_occurence(_level : int) -> int:
func get_player_max_energy(_difficulty_setting : int) -> int:
return 4
func get_player_max_inventory(_difficulty_setting : int) -> int:
return 3
func get_objective_for_region(level : int, _difficulty_setting : int) -> int:
return basic_objective_for_region(level)
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func is_region_sequence_infinite() -> bool:
return true
func get_region_sequence_length() -> int:
func get_region_sequence_length(_difficulty_setting) -> int:
return 1000
func is_run_point_dangerous(level : int) -> bool:
func is_run_point_dangerous(level : int, _difficulty_setting : int) -> bool:
return level%6 == 0 and level != 0
func get_destination_text() -> String:
return tr("INFINITE")
return ""
func get_destination_scene() -> Scene:
return BoreaScene.new()
return BoreaScene.new()
+57 -32
View File
@@ -2,6 +2,9 @@
extends Resource
class_name StoryStep
const COSY_ENERGY_ADDITION = 2
const COSY_OBJECTIVE_FACTOR = 0.5
#region ------------------ Story ------------------
@abstract func get_respawn_scene() -> Scene
@@ -11,98 +14,120 @@ class_name StoryStep
func get_destination_scene() -> Scene:
return BoreaScene.new()
func get_run_progress(level : int) -> int:
func get_run_progress(level : int, difficulty_setting : int) -> int:
if is_region_sequence_infinite():
return 0
return get_region_sequence_length() - level
return get_region_sequence_length(difficulty_setting) - level
func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
func get_ship_dialog_path(_level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
return ""
#region ------------------ Run ------------------
func is_run_finished(level : int) -> bool:
func is_run_finished(level : int, difficulty_setting : int) -> bool:
if is_region_sequence_infinite():
return false
return level == get_region_sequence_length() - 1
return level == get_region_sequence_length(difficulty_setting) - 1
func is_region_sequence_infinite() -> bool:
return false
func get_player_max_energy() -> int:
func get_player_max_energy(difficulty_setting : int) -> int:
if difficulty_setting == 0:
return PlayerData.DEFAULT_MAX_ENERGY + COSY_ENERGY_ADDITION
return PlayerData.DEFAULT_MAX_ENERGY
func get_player_max_inventory() -> int:
func get_player_max_inventory(_difficulty_setting : int) -> int:
return PlayerData.DEFAULT_INVENTORY_SIZE
func get_region_sequence_length() -> int:
return 3 #TOCHANGE TO 7
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 8
func get_first_vending_machine_occurence(_level : int) -> int:
func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 2
func get_vending_machine_occurence(_level : int) -> int:
func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func get_first_cave_occurence(level : int) -> int:
return get_cave_occurence(level)
func get_first_cave_occurence(level : int, difficulty_setting : int) -> int:
return get_cave_occurence(level, difficulty_setting)
func get_cave_occurence(_level : int) -> int:
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func get_challenge_chance(_level : int) -> float:
func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
return 0.15
func get_run_point_number(level : int) -> int:
if is_run_finished(level):
func get_run_point_number(level : int, difficulty_setting : int) -> int:
if is_run_finished(level, difficulty_setting):
return 1
return 2
func get_charge_number(_level : int) -> int:
func get_charge_number(_level : int, _difficulty_setting : int) -> int:
return 10
func is_run_point_dangerous(level : int) -> bool:
func is_run_point_dangerous(level : int, difficulty_setting : int) -> bool:
if is_region_sequence_infinite():
return false
return level == get_region_sequence_length() - 2
return level == get_region_sequence_length(difficulty_setting) - 2
func get_objective_for_region(level : int) -> int:
static func basic_objective_for_region(level : int) -> int:
match level:
1: return 10
2: return 15
3: return 20
4: return 30
5: return 45
_: return get_objective_for_region(level-1) + (level-2) * 5
_: return basic_objective_for_region(level-1) + (level-2) * 5
func get_story_modifiers_for_region(level : int) -> Array[RegionModifier]:
static func difficult_objective_for_region(level : int) -> int:
match level:
1: return 10
2: return 20
3: return 30
_: return difficult_objective_for_region(level-1) + (level-1) * 5
func get_objective_multiplier() -> float:
return 1.
func get_objective_for_region(level : int, difficulty_setting : int) -> int:
var objective = basic_objective_for_region(level)
if difficulty_setting == 0:
objective = roundi(objective * COSY_OBJECTIVE_FACTOR)
elif difficulty_setting == 2:
return difficult_objective_for_region(level)
return max(1,roundi(objective * get_objective_multiplier()))
func get_story_modifiers_for_region(level : int, difficulty_setting : int) -> Array[RegionModifier]:
var modifiers : Array[RegionModifier] = []
if is_run_finished(level):
if is_run_finished(level, difficulty_setting):
var dest_mod = DestinationModifier.new()
dest_mod.destination_scene = get_destination_scene()
modifiers.append(dest_mod)
return modifiers
func get_gameplay_modifiers_for_region(level : int) -> Array[RegionModifier]:
func get_gameplay_modifiers_for_region(level : int, difficulty_setting : int) -> Array[RegionModifier]:
var modifiers : Array[RegionModifier] = []
if need_gameplay_modifier(level):
var first_vending = get_first_vending_machine_occurence(level)
var vending_occurence = get_vending_machine_occurence(level)
if need_gameplay_modifier(level,difficulty_setting):
var first_vending = get_first_vending_machine_occurence(level, difficulty_setting)
var vending_occurence = get_vending_machine_occurence(level, difficulty_setting)
if vending_occurence > 0 and level >= first_vending:
if (level - first_vending)%vending_occurence == 0:
modifiers.append(VendingMachineModifier.new())
var first_cave = get_first_cave_occurence(level)
var cave_occurence = get_cave_occurence(level)
var first_cave = get_first_cave_occurence(level, difficulty_setting)
var cave_occurence = get_cave_occurence(level, difficulty_setting)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
return modifiers
func need_gameplay_modifier(level : int):
if is_run_finished(level):
func need_gameplay_modifier(level : int, difficulty_setting : int):
if is_run_finished(level, difficulty_setting):
return false
return true
@@ -9,16 +9,16 @@ func get_respawn_scene() -> Scene:
func get_destination_text() -> String:
return ""
func get_region_sequence_length() -> int:
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 1
func get_destination_scene() -> Scene: return null
func need_gameplay_modifier(_level : int): return false
func need_gameplay_modifier(_level : int, _difficulty_setting : int): return false
func get_objective_for_region(_level : int) -> int: return 3
func get_objective_for_region(_level : int, _difficulty_setting : int) -> int: return 3
func get_story_modifiers_for_region(_n : int) -> Array[RegionModifier]:
func get_story_modifiers_for_region(_n : int, _difficulty_setting : int) -> Array[RegionModifier]:
return [
TutorialModifier.new()
]
@@ -16,33 +16,30 @@ func get_destination_scene() -> Scene:
"001"
)
func get_cave_occurence(_level : int) -> int:
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 2
func get_region_sequence_length() -> int:
func get_region_sequence_length(_difficulty_setting : int) -> int:
return 5
func get_objective_for_region(level : int) -> int:
match level:
1: return 6
2: return 10
3: return 16
4: return 24
5: return 34
_: return get_objective_for_region(level-1) + (level-2) * 5
func get_objective_multiplier() -> float:
return 0.6
func get_first_vending_machine_occurence(_level : int) -> int:
func is_run_point_dangerous(_level : int, _difficulty_setting : int) -> bool:
return false
func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func get_vending_machine_occurence(_level : int) -> int:
func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 0
func get_challenge_chance(_level : int) -> float:
func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
return 0.
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
if ship_in_space and level == get_cave_occurence(level) - 1:
func get_ship_dialog_path(level : int, difficulty_setting : int ,ship_in_space := true) -> String:
if ship_in_space and level == get_cave_occurence(level, difficulty_setting) - 1:
return CAVE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1):
if ship_in_space and is_run_finished(level + 1, difficulty_setting):
return MERCURY_ARRIVAL_DIALOG_PATH
return ""
@@ -23,11 +23,11 @@ func get_destination_scene() -> Scene:
"002"
)
func get_ship_dialog_path(level : int, ship_in_space := true) -> String:
func get_ship_dialog_path(level : int, difficulty_setting : int, ship_in_space := true) -> String:
if level == 0:
return MERCURY_DEPARTURE_DIALOG_PATH
if level == 2:
return VENDING_MACHINE_DIALOG_PATH
if ship_in_space and is_run_finished(level + 1):
if ship_in_space and is_run_finished(level + 1, difficulty_setting):
return VENUS_ARRIVAL_DIALOG_PATH
return ""
@@ -16,11 +16,13 @@ func get_destination_text() -> String:
func get_destination_scene() -> Scene:
return BoreaScene.new()
func get_player_max_energy() -> int:
func get_player_max_energy(difficulty_setting := 1) -> int:
if difficulty_setting == 0:
return 4 + COSY_ENERGY_ADDITION
return 4
func get_player_max_inventory() -> int:
func get_player_max_inventory(_difficulty_setting := 1) -> int:
return 3
func get_ship_dialog_path(_level : int, _ship_in_space := true) -> String:
func get_ship_dialog_path(_level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
return VENUS_DEPARTURE_DIALOG_PATH
@@ -16,13 +16,15 @@ func get_destination_text() -> String:
func get_destination_scene() -> Scene:
return AquaScene.new()
func get_player_max_energy() -> int:
func get_player_max_energy(difficulty_setting) -> int:
if difficulty_setting == 0:
return 4 + COSY_ENERGY_ADDITION
return 4
func get_player_max_inventory() -> int:
func get_player_max_inventory(_difficulty_setting) -> int:
return 4
func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
return AQUA_TRAVEL_PHONE_CALL_DIALOG_PATH
return ""
@@ -16,13 +16,15 @@ func get_destination_text() -> String:
func get_destination_scene() -> Scene:
return SubterraScene.new()
func get_player_max_energy() -> int:
func get_player_max_energy(difficulty_setting : int) -> int:
if difficulty_setting == 0:
return 4 + COSY_ENERGY_ADDITION
return 4
func get_player_max_inventory() -> int:
func get_player_max_inventory(_difficulty_setting : int) -> int:
return 5
func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
return TRAVEL_PHONE_CALL_DIALOG_PATH
return ""
@@ -16,13 +16,15 @@ func get_destination_text() -> String:
func get_destination_scene() -> Scene:
return EstiaScene.new()
func get_player_max_energy() -> int:
func get_player_max_energy(difficulty_setting : int) -> int:
if difficulty_setting == 0:
return 5 + COSY_ENERGY_ADDITION
return 5
func get_player_max_inventory() -> int:
func get_player_max_inventory(_difficulty_setting : int) -> int:
return 5
func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 5:
return TRAVEL_PHONE_CALL_DIALOG_PATH
return ""
@@ -16,13 +16,15 @@ func get_destination_text() -> String:
func get_destination_scene() -> Scene:
return AstraEndScene.new()
func get_player_max_energy() -> int:
func get_player_max_energy(difficulty_setting : int) -> int:
if difficulty_setting == 0:
return 6 + COSY_ENERGY_ADDITION
return 5
func get_player_max_inventory() -> int:
func get_player_max_inventory(_difficulty_setting : int) -> int:
return 6
func get_ship_dialog_path(level : int, _ship_in_space := true) -> String:
func get_ship_dialog_path(level : int, _difficulty_setting : int, _ship_in_space := true) -> String:
if level == 4:
return TRAVEL_PHONE_CALL_DIALOG_PATH
return ""