- 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)
This commit is contained in:
2026-07-22 00:14:46 +02:00
parent d103cd22f2
commit bb0424d67e
49 changed files with 513 additions and 165 deletions
+26
View File
@@ -8,6 +8,9 @@ const TURN_ANIMATION_MINIMUM_THRESHOLD = 0.2
const SPEED = 350
const JUST_DROPPED_ITEM_UPDATE_INTERVAL = 1.
const LOW_SIGNAL_ALERT_DISTANCE = 500
const BACKROOM_DISTANCE = 2000
signal player_updated(player: Player)
signal upgraded
@@ -30,11 +33,22 @@ var instruction : Instruction = null :
if instruction and is_node_ready():
instruction.spawn_indicator(self)
var show_low_signal : bool = false :
set(v):
if is_node_ready():
%GlitchEffect.visible = show_low_signal
if v and not show_low_signal:
%LowSignalAlert.appear()
elif not v and show_low_signal:
%LowSignalAlert.disappear()
show_low_signal = v
var just_dropped_item_objects : Array = []
var last_just_dropped_item_objects_updated := 0.
var last_instruction_done := 0.
var elapsed_time := 0.
var backrooms_loaded := false
@onready var preview_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
@onready var action_zone : ActionZone = await setup_action_zone(Vector2.ZERO, null)
@@ -122,6 +136,7 @@ func _process(delta):
take_surrounding_seeds()
move_and_slide()
handle_off_map()
func _on_data_changed(pd : PlayerData):
%NoEnergyLeftIcon.visible = pd.energy == 0
@@ -130,6 +145,17 @@ func _on_inventory_updated(_inventory: Inventory):
setup_preview_zone(data.inventory.get_item())
emit_signal("player_updated", self)
func handle_off_map():
show_low_signal = global_position.length() > Region.REGION_LIMIT + LOW_SIGNAL_ALERT_DISTANCE
if global_position.length() > Region.REGION_LIMIT + BACKROOM_DISTANCE and not backrooms_loaded:
SteamConnection.unlock_achievement("ACH_STW_TOO_FAR")
backrooms_loaded = true
region.data.player_position = region.data.player_spawn
AudioManager.stop_all_ambiances()
AudioManager.stop_all_musics()
SceneManager.change_to_scene(BackroomsScene.new())
func update_just_dropped_item_objects():
last_just_dropped_item_objects_updated = elapsed_time
var overlapping_areas = (%InteractArea2D as Area2D).get_overlapping_areas()