Ajout de la cinématique de début et refonte du système audio

Et toujours un peu de correction de bug par ci par là
This commit is contained in:
2026-02-11 21:11:32 +01:00
parent 4b8e59ee56
commit c992950789
54 changed files with 1186 additions and 882 deletions

View File

@@ -126,26 +126,31 @@ func try_move(move_to : Vector2):
func pick_item(item : Item) -> Item:
AudioManager.play_sfx("PickUp")
if data.inventory.is_full():
drop_item()
await drop_item()
var current_item : Item = null
var available_slot_ind = data.inventory.get_best_available_slot_ind()
if (
available_slot_ind == data.inventory.current_item_ind
&& data.inventory.items[available_slot_ind] != null
):
var current_item : Item = data.inventory.get_item()
current_item = data.inventory.get_item()
data.inventory.set_item(item, available_slot_ind)
return current_item
else :
if data.inventory.set_item(item, available_slot_ind):
data.inventory.set_current_item(available_slot_ind);
return null
# Save after a timer to let the time to the item to disappear
get_tree().create_timer(0.1).timeout.connect(region.save)
return current_item
func drop_item():
var item_to_drop = data.inventory.pop_item()
if item_to_drop:
terrain.drop_item(item_to_drop, global_position)
AudioManager.play_sfx("Drop")
region.save()
func delete_item(item: Item):
data.inventory.remove_item(item)
@@ -182,7 +187,7 @@ func use_item(item : Item):
data.energy -= item.energy_usage
if item.is_one_time_use():
data.inventory.remove_item(item)
region.save()
get_tree().create_timer(0.1).timeout.connect(region.save)
func upgrade_max_energy(amount = 1):
data.max_energy += amount