Suppression des animation bounce in dans les dialogues et ajout d'un rayon de visibilité pour la grille

This commit is contained in:
2026-06-14 16:48:03 +02:00
parent 33a8f022e5
commit c9f6bf0162
9 changed files with 28 additions and 14 deletions

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@@ -1,5 +1,5 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
join demeter center [animation="Bounce In" length="1.0"]
join demeter center [animation="Fade In" length="1.0"]
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
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
- Ok I'll take a look on it. #id:100

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@@ -1,5 +1,5 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
join demeter center [animation="Bounce In" length="1.0"]
join demeter center [animation="Fade In" length="1.0"]
demeter: I'm detecting the [color=#FFA617]Mercury base[/color] from your ship's sensors. I hope the Internode is okay... #id:b0
- It's fine for now. #id:b1
- Are you kidding? The battery is draining faster and faster, it's unbearable. #id:b2

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@@ -1,5 +1,5 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
join demeter center [animation="Bounce In" length="1.0"]
join demeter center [animation="Fade In" length="1.0"]
demeter: Great, [color=#FFA617]Orchid[/color]! I now have access to the base from the ship! #id:ca
demeter: I've programmed a new destination for you in the onboard computer. #id:cb
- OK! What's next? #id:104

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@@ -1,5 +1,5 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
join demeter center [animation="Bounce In" length="1.0"]
join demeter center [animation="Fade In" length="1.0"]
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
- Thanks ! #id:101
- Vending machines? #id:cf

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@@ -1,5 +1,5 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
join demeter center [animation="Bounce In" length="1.0"]
join demeter center [animation="Fade In" length="1.0"]
demeter: Wow, you arrived quickly! How's your journey going so far? #id:d8
- Boring #id:d9
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 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
join demeter center [animation="Bounce In" length="1.0"]
join demeter center [animation="Fade In" length="1.0"]
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
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
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 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
[wait time="1.5"]
join demeter center [animation="Bounce In" length="1.0"]
join demeter center [animation="Fade In" length="1.0"]
demeter: Hello again ! #id:11
demeter: It seems that you ran out of energy.[pause=0.5].[pause=0.5]. #id:12
- I'm sorry... #id:13

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@@ -10,5 +10,8 @@ func get_description() -> String:
func get_icon() -> Texture:
return preload("res://common/icons/tornado.svg")
func get_card_section_color() -> Color:
return Color("#FF006E")
func modify_objective(objective : int) -> int:
return roundi(objective * 2)

View File

@@ -5,6 +5,8 @@ const GRID_SHIFT : int = roundi(Region.TILE_SIZE / 2.)
const GRID_SIZE : int = Region.TILE_SIZE
const POINT_RADIUS : int = 5
const POINT_COLOR : Color = Color.WHITE
const POINT_VISIBILITY_RADIUS : int = 200
const POINT_FULL_OPACITY_RADIUS : int = 100
const POINT_RANDOM_SHIFT = roundi(Region.TILE_SIZE / 2.)
const REFRESH_TIME : float = 2.
@@ -14,6 +16,8 @@ var refresh_timer : float = 0.
var region : Region
var noise : Noise
var points : Array[Vector2]
func _init(
_region : Region
):
@@ -22,12 +26,14 @@ func _init(
noise.seed = region.data.region_seed
noise.noise_type = noise.TYPE_VALUE
points = get_grid_point()
func _process(delta):
queue_redraw()
refresh_timer += delta
if refresh_timer > REFRESH_TIME:
refresh_timer = 0
queue_redraw()
points = get_grid_point()
var current_item = GameInfo.game_data.player_data.inventory.get_item()
var target_opacity = (1.) if current_item and current_item.snap_usage_to_grid() else 0.
@@ -37,7 +43,7 @@ func _process(delta):
0.1)
func _draw():
for p in get_grid_point():
for p in points:
draw_point(p)
@@ -66,8 +72,13 @@ func get_random_shift(pos: Vector2):
func draw_point(pos: Vector2):
draw_circle(
pos,
POINT_RADIUS,
POINT_COLOR
)
var mouse_distance = get_global_mouse_position().distance_to(pos)
if mouse_distance < POINT_VISIBILITY_RADIUS:
var color := POINT_COLOR
color.a = min(1.,1 - (mouse_distance - POINT_FULL_OPACITY_RADIUS)/POINT_VISIBILITY_RADIUS)
draw_circle(
pos,
POINT_RADIUS,
color
)