ajout des graines procédurales et des cinamatiques

This commit is contained in:
2026-02-21 14:29:36 +01:00
parent 2e4a1bab53
commit ca0133bd71
117 changed files with 1238 additions and 590 deletions

View File

@@ -30,7 +30,6 @@ y_sort_enabled = true
[node name="Player" parent="Entities" unique_id=75851644 instance=ExtResource("5_ovqi1")]
z_index = 1
position = Vector2(3000, -41)
[node name="TruckRecharge" parent="Entities" unique_id=2068738444 instance=ExtResource("7_6d8m3")]
position = Vector2(-1, -169)
@@ -39,11 +38,18 @@ position = Vector2(-1, -169)
unique_name_in_owner = true
visible = false
modulate = Color(1, 0, 0, 1)
position = Vector2(-43, 367)
available = false
default_info_title = "ASTRA_FACTORY"
default_info_desc = "ASTRA_FACTORY_TEXT"
[node name="BoreaDoor" parent="Entities" unique_id=135926916 instance=ExtResource("8_2f6js")]
unique_name_in_owner = true
visible = false
to_scene_id = "BOREA"
default_interact_text = "ENTER"
default_info_title = "BOREA_BASE"
default_info_desc = "ASTRA_FACTORY_TEXT"
[node name="ShipGarageDoor" parent="Entities" unique_id=1073871193 instance=ExtResource("8_2f6js")]
unique_name_in_owner = true
visible = false

View File

@@ -29,7 +29,9 @@ var in_passing_day_animation = false
var contamination_texture : ImageTexture
var rock_layer : RockLayer
var ground_layer : GroundLayer
var decontamination_layer : DecontaminationLayer
var decontamination_layer : DecontaminationLayer
var score_by_plant : Dictionary[PlantData, int] = {}
var tile_set = Region.TILE_SET
@@ -44,6 +46,7 @@ func _input(_e):
and Input.is_action_pressed("move_left")
and Input.is_action_just_pressed("action")
):
data.succeded.emit()
data.state = RegionData.State.SUCCEEDED
data.update()
@@ -77,8 +80,11 @@ func _ready():
decontamination_layer = DecontaminationLayer.new(self)
add_child(decontamination_layer)
%AstraDoor.global_position = data.player_spawn
player.global_position = data.player_position
setup_flagged_properties()
generate_near_chunks(player)
edit_map_origin()
@@ -157,8 +163,6 @@ func edit_map_origin():
player_hole_tiles.append(coord + player_tile_position)
rock_layer.remove_rocks(player_hole_tiles, true)
setup_tutorial_doors()
func remove_chunk(chunk : Chunk):
generated_chunks.erase(get_chunk_key(chunk.data.chunk_coord))
chunk.unload()
@@ -188,17 +192,25 @@ func save():
data.player_position = player.global_position
GameInfo.save_game_data()
func setup_tutorial_doors():
%AstraDoor.visible = data.tutorial
%ShipGarageDoor.visible = data.tutorial
if data.tutorial:
%AstraDoor.global_position = data.get_random_spawn_position()
%AstraDoor.available = false
%ShipGarageDoor.available = data.state == RegionData.State.SUCCEEDED
data.succeded.connect(
func ():
%ShipGarageDoor.available = true
)
func setup_flagged_properties():
%AstraDoor.visible = false
%ShipGarageDoor.visible = false
%BoreaDoor.visible = false
for f in data.flags:
match f:
"tutorial":
%AstraDoor.visible = true
%ShipGarageDoor.visible = true
%AstraDoor.available = false
%ShipGarageDoor.available = data.state == RegionData.State.SUCCEEDED
data.succeded.connect(
func ():
%ShipGarageDoor.available = true
)
"borea":
%BoreaDoor.visible = true
#endregion

View File

@@ -3,7 +3,6 @@ class_name RegionData
enum State {IN_PROGRESS,FAILED,SUCCEEDED}
signal plant_changing_score(p : PlantData, amount : int)
signal updated(region_data : RegionData)
signal failed
signal succeded
@@ -21,10 +20,10 @@ const MAX_RANDOM_SPAWN_DISTANCE = 3000
@export var region_level : int = 0
@export var day : int = 1
@export var entities_saved_data : Array[EntityData] = []
@export var score_by_plant : Dictionary[PlantData, int] = {}
@export var generated_chunk_entities : Array[Vector2i]
@export var tutorial_step : int = 0
@export var tutorial = false
@export var flags : Array[String] = []
@export var plants : Array[PlantData]
@export var state : State = State.IN_PROGRESS :
set(v):
@@ -32,7 +31,9 @@ const MAX_RANDOM_SPAWN_DISTANCE = 3000
@export var chunks_data : Dictionary[String, ChunkData]
@export var player_position : Vector2i = Region.CHUNK_SIZE/2. * Vector2.ONE + get_random_spawn_position()
@export var player_position : Vector2
@export var player_spawn : Vector2
@export var charges : int :
set(v):
@@ -55,13 +56,13 @@ func _init(
region_level = parameter.level
region_seed = parameter.region_seed
tutorial = parameter.tutorial
flags = parameter.flags
player_spawn = get_random_spawn_position()
player_position = player_spawn
func update():
if objective > 0 and get_score() >= objective:
if state != State.SUCCEEDED:
if tutorial:
GameInfo.game_data.tutorial_done = true
succeded.emit()
state = State.SUCCEEDED
if state != State.SUCCEEDED and charges == 0:
@@ -100,8 +101,8 @@ func get_or_create_chunk_data(coord : Vector2i) -> ChunkData:
func get_score():
var score = 0
for plant_data in score_by_plant:
score += score_by_plant[plant_data]
for pd in plants:
score += pd.get_score()
return score
func is_objective_reached():
@@ -129,34 +130,24 @@ func end_pass_day():
#region ------------------ Plants ------------------
func add_plant_data(plant_data : PlantData, with_update = true):
score_by_plant[plant_data] = 0
plants.append(plant_data)
plant_data.disappeared.connect(_on_plant_disappeared)
plant_data.updated.connect(_on_plant_updated)
plant_data.updated.connect(func (_p : PlantData) : update())
if with_update:
_on_plant_updated(plant_data)
func _on_plant_updated(plant_data : PlantData):
var old_plant_score = score_by_plant[plant_data]
score_by_plant[plant_data] = plant_data.get_score()
if old_plant_score != score_by_plant[plant_data]:
plant_changing_score.emit(plant_data, score_by_plant[plant_data] - old_plant_score)
update()
func _on_plant_disappeared(plant_data : PlantData):
plant_changing_score.emit(plant_data, - score_by_plant[plant_data])
score_by_plant.erase(plant_data)
print("disappeared")
plants = plants.filter(func (p) : return p.random_seed != plant_data.random_seed)
update()
#endregion
func get_random_spawn_position():
var rng := RandomNumberGenerator.new()
rng.seed = region_seed
return Vector2(
var rand_pos = Vector2(
rng.randf_range(-MAX_RANDOM_SPAWN_DISTANCE,MAX_RANDOM_SPAWN_DISTANCE),
rng.randf_range(-MAX_RANDOM_SPAWN_DISTANCE,MAX_RANDOM_SPAWN_DISTANCE),
)
) + Region.CHUNK_SIZE/2. * Vector2.ONE
return rand_pos

View File

@@ -4,7 +4,7 @@ class_name RegionParameter
@export var charges : int
@export var objective : int
@export var name : String
@export var tutorial : bool
@export var flags : Array[String]
@export var level : int
@export var region_seed : int
@@ -12,13 +12,13 @@ func _init(
_charges : int = 10,
_objective : int = 10,
_name = Random.generate_random_word(),
_tutorial = false,
_flags : Array[String] = [],
_level = 0,
_region_seed = randi(),
):
charges = _charges
objective = _objective
name = _name
tutorial = _tutorial
flags = _flags
level = _level
region_seed = _region_seed
region_seed = _region_seed