* 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
+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)