0.1.1
- Rééquilibrage du mode histoire (vers le haut, le jeu sera un poil plus dur) - Ajout d'effet pour dissuader le joueur d'aller hors map (avec peut être un easter egg ???) - Réparation des noms de régions avec le mode twitch et ajout de nombreux noms de régions de la communauté - Buff de la mutation solide (plus qu'un jour de maturation en plus) - Quelques coquilles dans les textes (il doit en rester) - Ajout de la mention de la région choisie dans le dashboard du cockpit - Distributeurs plus clairs (surtout la notion de choix d'artefact)
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@@ -8,6 +8,8 @@
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[ext_resource type="Script" uid="uid://b1mmtgmi5oq86" path="res://entities/player/scripts/player_sprite.gd" id="5_fkugw"]
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[ext_resource type="Texture2D" uid="uid://51255tpyl6vj" path="res://common/icons/no-bolt.svg" id="7_26q78"]
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[ext_resource type="AudioStream" uid="uid://cv5avkd3qekt7" path="res://common/audio_manager/assets/sfx/movement/movement.wav" id="7_qiwj3"]
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[ext_resource type="PackedScene" uid="uid://edxmvtvtipwq" path="res://gui/game/alert/alert.tscn" id="9_bectd"]
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[ext_resource type="Shader" uid="uid://ckowuw2qsgrks" path="res://common/vfx/materials/shaders/glitch.gdshader" id="10_wvtmh"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_sglur"]
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radius = 13.0
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@@ -284,6 +286,13 @@ _data = {
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&"float": SubResource("Animation_8fjmc")
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}
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_bectd"]
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shader = ExtResource("10_wvtmh")
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shader_parameter/pixel_size = 3.000000095
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shader_parameter/vhs_intensity = 1.0000000475
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shader_parameter/opacity = 0.5
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shader_parameter/double_vision_split = 0.0030000001425
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[node name="Player" type="CharacterBody2D" unique_id=447849413]
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script = ExtResource("1_abrql")
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@@ -317,7 +326,7 @@ position = Vector2(0.99999994, -17)
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scale = Vector2(0.221, 0.221)
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sprite_frames = SubResource("SpriteFrames_a1qjk")
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animation = &"left"
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frame_progress = 0.2383069
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frame_progress = 0.9704077
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offset = Vector2(0, -150)
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script = ExtResource("5_fkugw")
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wanted_orientation = 7
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@@ -371,3 +380,21 @@ debug_use_custom = true
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debug_path_custom_color = Color(0.5882353, 0.7019608, 0.85882354, 0.3019608)
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debug_path_custom_point_size = 0.0
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debug_path_custom_line_width = 1.0
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[node name="LowSignalAlertCanvasLayer" type="CanvasLayer" parent="." unique_id=1137781278]
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layer = 30
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[node name="GlitchEffect" type="ColorRect" parent="LowSignalAlertCanvasLayer" unique_id=1835706901]
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unique_name_in_owner = true
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visible = false
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material = SubResource("ShaderMaterial_bectd")
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="LowSignalAlert" parent="LowSignalAlertCanvasLayer" unique_id=496897031 instance=ExtResource("9_bectd")]
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unique_name_in_owner = true
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title = "LOW_SIGNAL"
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text = "RETURN_NEAR_PLANTATION_ZONE"
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@@ -8,6 +8,9 @@ const TURN_ANIMATION_MINIMUM_THRESHOLD = 0.2
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const SPEED = 350
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const JUST_DROPPED_ITEM_UPDATE_INTERVAL = 1.
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const LOW_SIGNAL_ALERT_DISTANCE = 500
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const BACKROOM_DISTANCE = 2000
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signal player_updated(player: Player)
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signal upgraded
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@@ -30,11 +33,22 @@ var instruction : Instruction = null :
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if instruction and is_node_ready():
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instruction.spawn_indicator(self)
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var show_low_signal : bool = false :
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set(v):
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if is_node_ready():
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%GlitchEffect.visible = show_low_signal
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if v and not show_low_signal:
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%LowSignalAlert.appear()
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elif not v and show_low_signal:
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%LowSignalAlert.disappear()
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show_low_signal = v
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var just_dropped_item_objects : Array = []
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var last_just_dropped_item_objects_updated := 0.
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var last_instruction_done := 0.
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var elapsed_time := 0.
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var backrooms_loaded := false
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@onready var preview_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
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@onready var action_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
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@@ -122,6 +136,7 @@ func _process(delta):
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take_surrounding_seeds()
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move_and_slide()
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handle_off_map()
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func _on_data_changed(pd : PlayerData):
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%NoEnergyLeftIcon.visible = pd.energy == 0
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@@ -130,6 +145,17 @@ func _on_inventory_updated(_inventory: Inventory):
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setup_preview_zone(data.inventory.get_item())
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emit_signal("player_updated", self)
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func handle_off_map():
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show_low_signal = global_position.length() > Region.REGION_LIMIT + LOW_SIGNAL_ALERT_DISTANCE
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if global_position.length() > Region.REGION_LIMIT + BACKROOM_DISTANCE and not backrooms_loaded:
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SteamConnection.unlock_achievement("ACH_STW_TOO_FAR")
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backrooms_loaded = true
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region.data.player_position = region.data.player_spawn
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AudioManager.stop_all_ambiances()
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AudioManager.stop_all_musics()
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SceneManager.change_to_scene(BackroomsScene.new())
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func update_just_dropped_item_objects():
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last_just_dropped_item_objects_updated = elapsed_time
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var overlapping_areas = (%InteractArea2D as Area2D).get_overlapping_areas()
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