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
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@@ -47,22 +47,27 @@ func _ready():
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await get_tree().create_timer(0.05).timeout
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update_nearby_plant()
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update_decontamination_area_factor()
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if data.day == data.get_lifetime() - 1:
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plant_sprite.apply_about_to_dye_effect()
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plant_sprite.is_about_to_die = data.day == data.get_lifetime() - 1
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func pointer_text() -> String:
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return data.plant_name
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func inspect(is_inspected: bool = true):
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plant_sprite.set_modulate_color(MODULATE_INSPECTED_COLOR if is_inspected else default_modulate, false)
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plant_sprite.display_lifetime_sprite = is_inspected
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plant_sprite.is_inspected = is_inspected
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influence_zone.show_influence = is_inspected
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for area in influence_zone.get_overlapping_areas():
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if area is Plant and area != self:
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area.show_influence(is_inspected)
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func show_influence(influenced := true):
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plant_sprite.is_plant_influenced = influenced
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func generate_sprite() -> PlantSprite:
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var sprite_object: PlantSprite = SPRITE_SCENE.instantiate()
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add_child(sprite_object)
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# sprite_object.generate_mutation_effects(self)
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return sprite_object
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@@ -107,8 +112,7 @@ func _pass_day():
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for m in data.mutations:
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m._start_day_effect(self)
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if data.day == data.get_lifetime() - 1:
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plant_sprite.apply_about_to_dye_effect()
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plant_sprite.is_about_to_die = data.day == data.get_lifetime() - 1
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func _end_pass_day():
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match data.get_state():
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@@ -16,10 +16,10 @@ func _init(_radius = 100):
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func _ready():
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sprite = Circle.new()
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# sprite.z_index = 100
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sprite.radius = radius
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sprite.radius = radius + roundi(Plant.PLANT_AREA_RADIUS / 2.)
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sprite.fill = false
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sprite.width = 1
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sprite.opacity = 0.5
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sprite.width = 3
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sprite.opacity = 0.3
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sprite.visible = show_influence
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add_child(sprite)
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@@ -4,7 +4,7 @@ class_name PlantSprite
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const PLANTED_SEED_CROP_WIDTH = 50
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const PLANTED_SEED_POS_Y = 0
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const PARTICLES_SCENE: PackedScene = preload("res://common/vfx/particles/effect_particles.tscn")
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const MODULATE_PLANT_INFLUENCED_COLOR = Color("c599ffff")
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const ABOUT_TO_DYE_COLOR := Color("#fca67e")
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const ABOUT_TO_DYE_PERIOD := 1.0
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@@ -14,14 +14,17 @@ signal harvest_animation_finished
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var last_updated_on_state: PlantData.State = PlantData.State.MATURE
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var stored_seed_image: Texture = null
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var display_lifetime_sprite: bool = false: set = set_display_lifetime_sprite
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var sprite_modulate: Color = Color.WHITE: set = set_sprite_modulate
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var is_action_affected : bool = false
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var is_inspected : bool = false
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var is_plant_influenced : bool = false
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var is_about_to_die : bool = false
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var about_to_dye_tween: Tween
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var target_modulate_color := Color.WHITE
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var elapsed_time := 0.
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func setup_plant_sprite(plant_data: PlantData):
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set_display_lifetime_sprite()
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%PlantedSeed.texture = PlantTextureBuilder.build_seed_texture(plant_data.plant_name.hash())
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update_plant_sprite(plant_data, true)
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@@ -35,43 +38,13 @@ func update_plant_sprite(plant_data: PlantData, with_animation = false):
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%PlantedSeed.visible = plant_data.get_state() == PlantData.State.PLANTED
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%LifetimeProgressBar.value = 100 * (float(plant_data.day) / plant_data.get_lifetime())
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# %PlantedSeed.region_rect = Rect2(
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# 0,
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# PLANTED_SEED_POS_Y,
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# %PlantedSeed.texture.get_width(),
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# %PlantedSeed.texture.texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
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# )
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func generate_mutation_effects(plant: Plant):
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for m in plant.data.mutations:
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var particles_emitter: EffectParticles = PARTICLES_SCENE.instantiate() as EffectParticles
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particles_emitter.setup_particles(
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EffectParticles.Parameters.new(
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m.get_icon(),
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PlantMutation.get_rarity_color(m.get_rarity())
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)
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)
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add_child(particles_emitter)
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func start_harvest_animation():
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$AnimationPlayer.play("harvest")
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await $AnimationPlayer.animation_finished
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harvest_animation_finished.emit()
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func set_display_lifetime_sprite(d := display_lifetime_sprite):
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display_lifetime_sprite = d
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# if is_node_ready():
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# %LifeTimeSprite.visible = d
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func set_sprite_modulate(c := sprite_modulate):
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sprite_modulate = c
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if is_node_ready():
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%Sprite.modulate = c
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func affect_preview(is_affected: bool = true):
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set_modulate_color(InspectableEntity.MODULATE_AFFECTED_COLOR if is_affected else Color.WHITE, true)
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is_action_affected = is_affected
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func _on_body_entered(body: Node2D) -> void:
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if body is Player && $AnimationPlayer.current_animation != "player_move":
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@@ -81,25 +54,20 @@ func play_bump_animation():
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%AnimationPlayer.play("bump")
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await %AnimationPlayer.animation_finished
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func set_modulate_color(color: Color, pause_about_to_dye: bool):
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target_modulate_color = color
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if about_to_dye_tween:
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if pause_about_to_dye and about_to_dye_tween.is_running():
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about_to_dye_tween.pause()
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modulate = target_modulate_color
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elif not pause_about_to_dye and not about_to_dye_tween.is_running():
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about_to_dye_tween.play()
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elif is_node_ready():
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%Sprite.modulate = target_modulate_color
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func _process(delta):
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elapsed_time += delta
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func apply_about_to_dye_effect():
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if not about_to_dye_tween:
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about_to_dye_tween = create_tween()
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about_to_dye_tween.tween_property(%Sprite, "modulate:r", ABOUT_TO_DYE_COLOR.r, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.r)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:g", ABOUT_TO_DYE_COLOR.g, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.g)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:b", ABOUT_TO_DYE_COLOR.b, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.b)
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var target_modulate = Color.WHITE
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if is_action_affected:
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target_modulate = InspectableEntity.MODULATE_AFFECTED_COLOR
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elif is_inspected:
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target_modulate = InspectableEntity.MODULATE_INSPECTED_COLOR
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elif is_plant_influenced:
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target_modulate = MODULATE_PLANT_INFLUENCED_COLOR
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elif is_about_to_die:
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var blink_value = (cos((elapsed_time * (2 * PI)) * ABOUT_TO_DYE_PERIOD) + 1)/2
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target_modulate = target_modulate.lerp(ABOUT_TO_DYE_COLOR, blink_value)
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modulate = modulate.lerp(target_modulate, 0.8)
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about_to_dye_tween.tween_property(%Sprite, "modulate:r", target_modulate_color.r, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.r)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:g", target_modulate_color.g, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.g)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:b", target_modulate_color.b, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.b)
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about_to_dye_tween.set_loops()
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