ajout du camion #87
* changements des objectifs, donnent juste des graines, sprite moins gros et objectifs plus nombreux * changement de la probabilité de mutation * refactor du code terrain et planet
This commit is contained in:
@@ -57,7 +57,7 @@ func update_no_energy_left_info(energy):
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func _on_planet_new_quota_started(planet:Planet):
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%Announce.announce(
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"New Quota",
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"Reach " + str(roundi(planet.next_quota)) + " units before " + str(Planet.DEFAULT_DAY_LIMIT) + " days"
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"Reach " + str(roundi(planet.next_quota)) + " garden score before " + str(Planet.DEFAULT_DAY_LIMIT) + " days"
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)
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func _on_planet_pass_day_ended(planet:Planet):
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@@ -65,12 +65,12 @@ func _on_planet_pass_day_ended(planet:Planet):
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if remaining_days == 1:
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%Announce.announce(
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"Last day for reaching quota",
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str(roundi(planet.next_quota - planet.decontamination_surface)) + " units left to decontaminate",
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str(roundi(planet.next_quota - planet.garden_score)) + " garden score left",
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Announce.RED_COLOR
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)
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if remaining_days == 2:
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%Announce.announce(
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"2 days left before quota's ending",
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str(roundi(planet.next_quota - planet.decontamination_surface)) + " units left to decontaminate",
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str(roundi(planet.next_quota - planet.garden_score)) + " garden score left",
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Announce.YELLOW_COLOR
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)
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@@ -11,15 +11,12 @@ var following_game_position : Vector2 = Vector2()
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var following_screen_position : Vector2 = Vector2()
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var following_entity : Node2D = null
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@export var camera : Camera2D
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var arrow_up : Texture = preload("res://common/icons/arrow-narrow-up.svg")
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var arrow_down : Texture = preload("res://common/icons/arrow-narrow-down.svg")
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var arrow_right : Texture = preload("res://common/icons/arrow-narrow-right.svg")
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var arrow_left : Texture = preload("res://common/icons/arrow-narrow-left.svg")
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func setup(_camera : Camera2D, text : String):
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camera = _camera
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func setup(text : String):
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%Label.text = text
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func follow_game_position(game_position : Vector2):
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@@ -35,34 +32,34 @@ func follow_entity(entity : Node2D):
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following_type = FollowingType.ENTITY
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func _process(_d):
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if camera:
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show()
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var screen_size = get_viewport().get_visible_rect().size
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show()
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var abs_position : Vector2 = following_screen_position
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if following_type == FollowingType.GAME_POS:
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abs_position = following_game_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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elif following_type == FollowingType.ENTITY and following_entity:
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abs_position = following_entity.global_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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var camera = get_viewport().get_camera_2d()
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position = Vector2(
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min(max(abs_position.x, SCREEN_MARGIN), screen_size.x - SCREEN_MARGIN),
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min(max(abs_position.y, SCREEN_MARGIN), screen_size.y - SCREEN_MARGIN)
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)
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var screen_size = get_viewport().get_visible_rect().size
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var arrow_texture : Texture = arrow_down
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if abs_position.y < 0:
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arrow_texture = arrow_up
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if abs_position.x < 0 :
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arrow_texture = arrow_left
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if abs_position.x > screen_size.x :
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arrow_texture = arrow_right
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position.x -= size.x
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if abs_position.y > screen_size.y :
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arrow_texture = arrow_down
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position.y -= size.y
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var abs_position : Vector2 = following_screen_position
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if following_type == FollowingType.GAME_POS:
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abs_position = following_game_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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elif following_type == FollowingType.ENTITY and following_entity:
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abs_position = following_entity.global_position - camera.global_position + screen_size / 2 + Vector2.UP * UP_SHIFT - size/2
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%Arrow.texture = arrow_texture
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else:
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hide()
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position = Vector2(
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min(max(abs_position.x, SCREEN_MARGIN), screen_size.x - SCREEN_MARGIN),
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min(max(abs_position.y, SCREEN_MARGIN), screen_size.y - SCREEN_MARGIN)
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)
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var arrow_texture : Texture = arrow_down
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if abs_position.y < 0:
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arrow_texture = arrow_up
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if abs_position.x < 0 :
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arrow_texture = arrow_left
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if abs_position.x > screen_size.x :
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arrow_texture = arrow_right
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position.x -= size.x
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if abs_position.y > screen_size.y :
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arrow_texture = arrow_down
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position.y -= size.y
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%Arrow.texture = arrow_texture
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@@ -4,7 +4,6 @@ class_name Tutorial
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const INDICATOR_SCENE = preload("res://gui/game/tutorial/in_game_indicator/in_game_indicator.tscn")
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var indicators : Array[InGameIndicator]
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@export var camera : Camera2D
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@export var player : Player
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@onready var steps : Array[Step] = [
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@@ -38,30 +37,29 @@ func destroy_indicators():
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func pass_to_step(new_step : Step):
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actual_step = new_step
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indicators = new_step.generate_indicators(camera, player)
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indicators = new_step.generate_indicators(player)
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for i in indicators:
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add_child(i)
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class Step:
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func generate_indicator(cam : Camera2D, text : String) -> InGameIndicator:
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func generate_indicator(text : String) -> InGameIndicator:
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var new_indicator : InGameIndicator = INDICATOR_SCENE.instantiate()
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new_indicator.setup(
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cam,
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text
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)
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return new_indicator
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func generate_indicators(_cam : Camera2D, _player : Player) -> Array[InGameIndicator]:
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func generate_indicators(_player : Player) -> Array[InGameIndicator]:
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return []
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func is_step_over(p : Player) -> bool:
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func is_step_over(_p : Player) -> bool:
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return true
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class TakeShovelStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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func generate_indicators(p: Player) -> Array[InGameIndicator]:
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for entity in p.planet.entity_container.get_children():
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if entity is ItemObject and entity.item is Shovel:
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var indicator = generate_indicator(cam, "Take the Shovel")
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var indicator = generate_indicator("Take the Shovel")
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indicator.follow_entity(entity)
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return [
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indicator
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@@ -73,11 +71,11 @@ class TakeShovelStep extends Step:
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return p.inventory.length() > 0
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class DigLootStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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func generate_indicators(p: Player) -> Array[InGameIndicator]:
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var indicators : Array[InGameIndicator] = []
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for entity in p.planet.entity_container.get_children():
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if entity is UndergroundLoot:
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var indicator = generate_indicator(cam, "Dig Underground Loot")
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var indicator = generate_indicator("Dig Underground Loot")
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indicator.follow_entity(entity)
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indicators.append(
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indicator
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@@ -85,17 +83,17 @@ class DigLootStep extends Step:
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return indicators
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func is_step_over(p : Player) -> bool:
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for entity in p.planet.entity_container.get_children():
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for entity in p.terrain.entity_container.get_children():
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if entity is ItemObject and entity.item is Seed:
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return true
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return false
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class TakeSeedStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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func generate_indicators(p: Player) -> Array[InGameIndicator]:
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var indicators : Array[InGameIndicator] = []
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for entity in p.planet.entity_container.get_children():
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for entity in p.terrain.entity_container.get_children():
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if entity is ItemObject and entity.item is Seed:
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var indicator = generate_indicator(cam, "Take a seed")
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var indicator = generate_indicator("Take a seed")
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indicator.follow_entity(entity)
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indicators.append(
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indicator
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@@ -109,23 +107,23 @@ class TakeSeedStep extends Step:
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return false
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class PlantSeedStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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var indicator = generate_indicator(cam, "Plant the seed in decontamined zone")
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func generate_indicators(p: Player) -> Array[InGameIndicator]:
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var indicator = generate_indicator("Plant the seed in decontamined zone")
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indicator.follow_game_position(Vector2(0,0) + p.planet.entity_container.global_position)
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return [indicator]
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func is_step_over(p : Player) -> bool:
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for entity in p.planet.entity_container.get_children():
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for entity in p.terrain.entity_container.get_children():
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if entity is Plant:
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return true
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return false
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class RechargeStep extends Step:
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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func generate_indicators(p: Player) -> Array[InGameIndicator]:
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for entity in p.planet.entity_container.get_children():
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var indicator = generate_indicator(cam, "Recharge to pass days")
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var indicator = generate_indicator("Recharge to pass days")
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indicator.follow_entity(entity)
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if entity is RechargeStation:
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if entity is TruckRecharge:
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return [
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indicator
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]
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@@ -133,13 +131,17 @@ class RechargeStep extends Step:
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return []
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func is_step_over(p : Player) -> bool:
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if p.planet == null :
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return false
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return p.planet.day > 1
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class WaitMaturePlant extends Step:
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func generate_indicators(_cam : Camera2D, _p: Player) -> Array[InGameIndicator]:
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func generate_indicators(_p: Player) -> Array[InGameIndicator]:
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return []
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func is_step_over(p : Player) -> bool:
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if p.planet == null :
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return false
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for entity in p.planet.entity_container.get_children():
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if entity is Plant and entity.state == Plant.State.MATURE:
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return true
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@@ -149,11 +151,11 @@ class HarvestMaturePlant extends Step:
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var mature_plant_number : int = 0
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func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
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func generate_indicators(p: Player) -> Array[InGameIndicator]:
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var indicators : Array[InGameIndicator] = []
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for entity in p.planet.entity_container.get_children():
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if entity is Plant and entity.state == Plant.State.MATURE:
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var indicator = generate_indicator(cam, "Harvest mature plants with shovel")
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var indicator = generate_indicator("Harvest mature plants with shovel")
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indicator.follow_entity(entity)
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indicators.append(
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indicator
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@@ -162,8 +164,10 @@ class HarvestMaturePlant extends Step:
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return indicators
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func is_step_over(p : Player) -> bool:
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if p.planet == null :
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return false
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var actual_mature_plant_number = 0
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for entity in p.planet.entity_container.get_children():
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if entity is Plant and entity.state == Plant.State.MATURE:
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actual_mature_plant_number += 1
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return mature_plant_number != actual_mature_plant_number
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return mature_plant_number != actual_mature_plant_number
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