From c9f6bf016227fc5e7062248b0e2425433014f9f2 Mon Sep 17 00:00:00 2001 From: Zacharie Guet Date: Sun, 14 Jun 2026 16:48:03 +0200 Subject: [PATCH] =?UTF-8?q?Suppression=20des=20animation=20bounce=20in=20d?= =?UTF-8?q?ans=20les=20dialogues=20et=20ajout=20d'un=20rayon=20de=20visibi?= =?UTF-8?q?lit=C3=A9=20pour=20la=20grille?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- dialogs/timelines/1_waking_up/4_cave.dtl | 2 +- .../1_waking_up/5_mercury_arrival.dtl | 2 +- .../1_waking_up/6_mercury_departure.dtl | 2 +- .../6_vending_machine_presentation.dtl | 2 +- .../timelines/1_waking_up/7_venus_arrival.dtl | 2 +- .../1_waking_up/8_venus_departure.dtl | 2 +- .../demeter_ship_failed.dtl | 2 +- .../scripts/modifiers/storm_modifier.gd | 3 +++ stages/terrain/region/scripts/plant_grid.gd | 25 +++++++++++++------ 9 files changed, 28 insertions(+), 14 deletions(-) diff --git a/dialogs/timelines/1_waking_up/4_cave.dtl b/dialogs/timelines/1_waking_up/4_cave.dtl index 62a6477..b7f79d5 100644 --- a/dialogs/timelines/1_waking_up/4_cave.dtl +++ b/dialogs/timelines/1_waking_up/4_cave.dtl @@ -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 diff --git a/dialogs/timelines/1_waking_up/5_mercury_arrival.dtl b/dialogs/timelines/1_waking_up/5_mercury_arrival.dtl index 1a19678..8c99b43 100644 --- a/dialogs/timelines/1_waking_up/5_mercury_arrival.dtl +++ b/dialogs/timelines/1_waking_up/5_mercury_arrival.dtl @@ -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 diff --git a/dialogs/timelines/1_waking_up/6_mercury_departure.dtl b/dialogs/timelines/1_waking_up/6_mercury_departure.dtl index 8f558b3..23cab27 100644 --- a/dialogs/timelines/1_waking_up/6_mercury_departure.dtl +++ b/dialogs/timelines/1_waking_up/6_mercury_departure.dtl @@ -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 diff --git a/dialogs/timelines/1_waking_up/6_vending_machine_presentation.dtl b/dialogs/timelines/1_waking_up/6_vending_machine_presentation.dtl index 2cc2cd1..2f782d4 100644 --- a/dialogs/timelines/1_waking_up/6_vending_machine_presentation.dtl +++ b/dialogs/timelines/1_waking_up/6_vending_machine_presentation.dtl @@ -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 diff --git a/dialogs/timelines/1_waking_up/7_venus_arrival.dtl b/dialogs/timelines/1_waking_up/7_venus_arrival.dtl index 16ccda3..d60671d 100644 --- a/dialogs/timelines/1_waking_up/7_venus_arrival.dtl +++ b/dialogs/timelines/1_waking_up/7_venus_arrival.dtl @@ -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 diff --git a/dialogs/timelines/1_waking_up/8_venus_departure.dtl b/dialogs/timelines/1_waking_up/8_venus_departure.dtl index c440d3f..f80eb2a 100644 --- a/dialogs/timelines/1_waking_up/8_venus_departure.dtl +++ b/dialogs/timelines/1_waking_up/8_venus_departure.dtl @@ -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 diff --git a/dialogs/timelines/X_gameplay_related/demeter_ship_failed.dtl b/dialogs/timelines/X_gameplay_related/demeter_ship_failed.dtl index cce7296..5911271 100644 --- a/dialogs/timelines/X_gameplay_related/demeter_ship_failed.dtl +++ b/dialogs/timelines/X_gameplay_related/demeter_ship_failed.dtl @@ -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 diff --git a/stages/terrain/region/scripts/modifiers/storm_modifier.gd b/stages/terrain/region/scripts/modifiers/storm_modifier.gd index 19b6379..94cd9eb 100644 --- a/stages/terrain/region/scripts/modifiers/storm_modifier.gd +++ b/stages/terrain/region/scripts/modifiers/storm_modifier.gd @@ -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) \ No newline at end of file diff --git a/stages/terrain/region/scripts/plant_grid.gd b/stages/terrain/region/scripts/plant_grid.gd index 0da97b0..e26b177 100644 --- a/stages/terrain/region/scripts/plant_grid.gd +++ b/stages/terrain/region/scripts/plant_grid.gd @@ -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 + )