Dev 0.2.0

* Ajout de la déblocage des mutation du mode infini dans le mode histoire
* Ajout de plus de caverne
* Rework de l'emplacement des distributeurs/cavernes
* Rework de l'influence, plus de clarté sur les plantes influencées
* 4 d'inventaire dans le mode infini
* Fix du tuto de mouvement en 3D
* Déblocage de toutes le mutations à la fin du jeu
* Fix de bug de chargelent de scène multiple
This commit is contained in:
2026-07-26 14:23:20 +02:00
parent ffe6f50ba6
commit dcce13a9e6
28 changed files with 193 additions and 193 deletions
+29 -21
View File
@@ -48,19 +48,33 @@ func get_region_sequence_length(difficulty_setting : int) -> int:
return 6
return 8
func get_first_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 2
func has_cave_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return false
3: return true
4: return false
5: return true
6: return true
7: return false
8: return true
_: return level % 2 == 0
func get_vending_machine_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func has_vending_machine_modifier(level : int, _difficulty_setting : int) -> bool:
match level:
1: return false
2: return true
3: return false
4: return true
5: return false
6: return false
7: return true
8: return false
_: return (level + 1) % 3 == 0
func get_first_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 1
func get_cave_occurence(_level : int, _difficulty_setting : int) -> int:
return 3
func get_challenge_chance(_level : int, _difficulty_setting : int) -> float:
func get_challenge_chance(level : int, difficulty_setting : int) -> float:
if is_run_point_dangerous(level, difficulty_setting):
return 0.
return 0.15
func get_run_point_number(level : int, difficulty_setting : int) -> int:
@@ -120,17 +134,11 @@ func get_gameplay_modifiers_for_region(level : int, difficulty_setting : int) ->
var modifiers : Array[RegionModifier] = []
if need_gameplay_modifier(level,difficulty_setting):
var first_vending = get_first_vending_machine_occurence(level, difficulty_setting)
var vending_occurence = get_vending_machine_occurence(level, difficulty_setting)
if vending_occurence > 0 and level >= first_vending:
if (level - first_vending)%vending_occurence == 0:
modifiers.append(VendingMachineModifier.new())
if has_vending_machine_modifier(level, difficulty_setting):
modifiers.append(VendingMachineModifier.new())
var first_cave = get_first_cave_occurence(level, difficulty_setting)
var cave_occurence = get_cave_occurence(level, difficulty_setting)
if cave_occurence > 0 and level >= first_cave:
if (level - first_cave)%cave_occurence == 0:
modifiers.append(CaveModifier.new())
if has_cave_modifier(level, difficulty_setting):
modifiers.append(CaveModifier.new())
return modifiers