* 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
+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