Suppression des animation bounce in dans les dialogues et ajout d'un rayon de visibilité pour la grille
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@@ -1,5 +1,5 @@
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
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join demeter center [animation="Bounce In" length="1.0"]
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join demeter center [animation="Fade In" length="1.0"]
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demeter: I hope everything is going well for you so far. I'm calling because the next regions you're heading to contain unique rock formations\: the [b]Caverns of [color=#FFA617]Talion[/color][/b]. #id:e5
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demeter: The crystals in these caverns are special; they don't produce life, but they release a powerful mutagenic energy into the air. This will surely help you grow more powerfull plants for the rest of your journey. #id:eb
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- Ok I'll take a look on it. #id:100
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@@ -1,5 +1,5 @@
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
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join demeter center [animation="Bounce In" length="1.0"]
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join demeter center [animation="Fade In" length="1.0"]
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demeter: I'm detecting the [color=#FFA617]Mercury base[/color] from your ship's sensors. I hope the Internode is okay... #id:b0
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- It's fine for now. #id:b1
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- Are you kidding? The battery is draining faster and faster, it's unbearable. #id:b2
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@@ -1,5 +1,5 @@
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
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join demeter center [animation="Bounce In" length="1.0"]
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join demeter center [animation="Fade In" length="1.0"]
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demeter: Great, [color=#FFA617]Orchid[/color]! I now have access to the base from the ship! #id:ca
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demeter: I've programmed a new destination for you in the onboard computer. #id:cb
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- OK! What's next? #id:104
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@@ -1,5 +1,5 @@
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
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join demeter center [animation="Bounce In" length="1.0"]
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join demeter center [animation="Fade In" length="1.0"]
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demeter: I've found something that might help you. I've cataloged ancient human ruins all over the planet, and some of them contain "vending machines," machines for exchanging items for money. #id:117
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- Thanks ! #id:101
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- Vending machines? #id:cf
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@@ -1,5 +1,5 @@
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
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join demeter center [animation="Bounce In" length="1.0"]
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join demeter center [animation="Fade In" length="1.0"]
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demeter: Wow, you arrived quickly! How's your journey going so far? #id:d8
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- Boring #id:d9
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demeter: Sorry, but things get even more complicated from here on out! But believe me, I need you. I wouldn't have asked you if it was not important. #id:da
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@@ -1,5 +1,5 @@
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
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join demeter center [animation="Bounce In" length="1.0"]
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join demeter center [animation="Fade In" length="1.0"]
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demeter: Well, you've done the easiest part so far, but all the remaining relay bases along the way have been destroyed by the weather... So, you're going to have a long road ahead of you to reach me. #id:ed
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demeter: However, I'm glad you made it this far! I understand that waking up in that dark room must have been quite a shock. #id:ee
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demeter: This is the first time you've come this far, or rather, the first time an iteration has reached this base. #id:ef
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@@ -1,6 +1,6 @@
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audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
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[wait time="1.5"]
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join demeter center [animation="Bounce In" length="1.0"]
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join demeter center [animation="Fade In" length="1.0"]
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demeter: Hello again ! #id:11
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demeter: It seems that you ran out of energy.[pause=0.5].[pause=0.5]. #id:12
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- I'm sorry... #id:13
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@@ -10,5 +10,8 @@ func get_description() -> String:
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func get_icon() -> Texture:
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return preload("res://common/icons/tornado.svg")
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func get_card_section_color() -> Color:
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return Color("#FF006E")
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func modify_objective(objective : int) -> int:
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return roundi(objective * 2)
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@@ -5,6 +5,8 @@ const GRID_SHIFT : int = roundi(Region.TILE_SIZE / 2.)
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const GRID_SIZE : int = Region.TILE_SIZE
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const POINT_RADIUS : int = 5
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const POINT_COLOR : Color = Color.WHITE
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const POINT_VISIBILITY_RADIUS : int = 200
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const POINT_FULL_OPACITY_RADIUS : int = 100
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const POINT_RANDOM_SHIFT = roundi(Region.TILE_SIZE / 2.)
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const REFRESH_TIME : float = 2.
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@@ -14,6 +16,8 @@ var refresh_timer : float = 0.
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var region : Region
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var noise : Noise
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var points : Array[Vector2]
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func _init(
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_region : Region
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):
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@@ -22,12 +26,14 @@ func _init(
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noise.seed = region.data.region_seed
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noise.noise_type = noise.TYPE_VALUE
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points = get_grid_point()
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func _process(delta):
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queue_redraw()
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refresh_timer += delta
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if refresh_timer > REFRESH_TIME:
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refresh_timer = 0
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queue_redraw()
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points = get_grid_point()
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var current_item = GameInfo.game_data.player_data.inventory.get_item()
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var target_opacity = (1.) if current_item and current_item.snap_usage_to_grid() else 0.
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@@ -37,7 +43,7 @@ func _process(delta):
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0.1)
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func _draw():
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for p in get_grid_point():
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for p in points:
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draw_point(p)
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@@ -66,8 +72,13 @@ func get_random_shift(pos: Vector2):
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func draw_point(pos: Vector2):
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draw_circle(
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pos,
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POINT_RADIUS,
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POINT_COLOR
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)
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var mouse_distance = get_global_mouse_position().distance_to(pos)
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if mouse_distance < POINT_VISIBILITY_RADIUS:
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var color := POINT_COLOR
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color.a = min(1.,1 - (mouse_distance - POINT_FULL_OPACITY_RADIUS)/POINT_VISIBILITY_RADIUS)
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draw_circle(
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pos,
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POINT_RADIUS,
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color
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)
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