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
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@@ -3,24 +3,28 @@ class_name Terrain
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const BORDER_WIDTH = 100
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var player : Player
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@export var import_entities_from_node : Node2D = null
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var terrain_size = Vector2.ONE * 1000 :
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set(v):
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terrain_size = v
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if border_limit:
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border_limit.queue_free()
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border_limit = create_border_limit()
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@onready var border_limit : StaticBody2D = create_border_limit()
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@onready var entity_container : Node2D = create_entity_container()
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func add_entity(e : Node2D, container : Node2D = entity_container):
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if e.get_parent():
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e.get_parent().remove_child(e)
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if "terrain" in e:
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e.terrain = self
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if e is Player:
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player = e
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container.add_child(e)
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func remove_entity(e : Node2D, container : Node2D = entity_container):
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if e.get_parent() == entity_container:
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container.remove_child(e)
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func create_entity_container() -> Node2D:
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var container = Node2D.new()
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container.y_sort_enabled = true
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@@ -51,25 +55,3 @@ func drop_item(item: Item, item_position : Vector2, random_displacement_factor =
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return item_object
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func create_border_limit() -> StaticBody2D:
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var static_body = StaticBody2D.new()
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var static_body_collision = CollisionPolygon2D.new()
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add_child(static_body)
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static_body.add_child(static_body_collision)
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var size = terrain_size
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static_body_collision.polygon = PackedVector2Array([
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Vector2(0,0),
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Vector2(0, size.y),
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Vector2(size.x, size.y),
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Vector2(size.x, 0),
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Vector2(0,0),
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Vector2(-BORDER_WIDTH, -BORDER_WIDTH),
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Vector2(size.x + BORDER_WIDTH, -BORDER_WIDTH),
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Vector2(size.x + BORDER_WIDTH, size.y + BORDER_WIDTH),
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Vector2(- BORDER_WIDTH, size.y + BORDER_WIDTH),
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Vector2(-BORDER_WIDTH, -BORDER_WIDTH)
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])
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return static_body
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