création du squelette des region modifier, amélioration du tutoriel et mise en place de la run complète avec cinématique d'outro

This commit is contained in:
2026-02-21 20:44:41 +01:00
parent eb48a095de
commit e767e776f2
80 changed files with 415 additions and 201 deletions

View File

@@ -48,11 +48,10 @@ func give_up():
func start_tutorial():
current_region_data = RegionData.new(
RegionParameter.new(
10,
3,
0,
tr("TUTORIAL"),
["tutorial"],
0,
[],
randi()
)
)
)

View File

@@ -5,13 +5,13 @@ enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINT_POSITION_DERIVATION = 100
const DIFFICULTY_INCREASE_BY_LEVEL = 3
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2]
const RUN_POINT_MAX_LEVEL = 0 # TODO
const RUN_POINTS_NEXT_NUMBER : int = 2
const RUN_POINT_MAX_LEVEL = 2 # TODO
signal current_run_point_changed
var run_seed = randi()
@export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
@export var next_run_points : Array[RunPoint] = generate_next_run_points()
@export var current_run_point : RunPoint = null :
set(v):
current_run_point = v
@@ -20,65 +20,28 @@ var run_seed = randi()
#region ------------------ Generation ------------------
func generate_first_run_point() -> RunPoint:
return RunPoint.new(0, RegionParameter.new())
func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
if run_point.level == RUN_POINT_MAX_LEVEL - 1 or run_point.level == -1:
nb_next_run_points = 1
elif run_point.level == RUN_POINT_MAX_LEVEL:
nb_next_run_points = 0
func generate_next_run_points(level = 0) -> Array[RunPoint]:
next_run_points = []
for i in range(nb_next_run_points):
for i in range(RUN_POINTS_NEXT_NUMBER):
next_run_points.append(
generate_next_run_point(run_point)
generate_next_run_point(level)
)
return next_run_points
func generate_next_run_point(run_point : RunPoint) -> RunPoint:
var level = run_point.level + 1
func generate_next_run_point(level = 0) -> RunPoint:
var region_parameter = RegionParameter.new()
region_parameter.level = level
region_parameter.flags = get_region_flags(region_parameter)
region_parameter.region_flags = get_region_flags(region_parameter)
return RunPoint.new(
level,
generate_difficulty_increased_region_parameter(region_parameter, DIFFICULTY_INCREASE_BY_LEVEL * level),
(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
region_parameter
)
func generate_difficulty_increased_region_parameter(
region_parameter : RegionParameter,
difficulty : int = 1
) -> RegionParameter:
var i_diff := difficulty
var new_region_parameter = RegionParameter.new(
region_parameter.charges,
region_parameter.objective
)
while i_diff > 0:
var available_difficulty_modifier = [
DifficultyDecreaseCharge.new(),
DifficultyIncreaseObjective.new()
].filter(
func (mod : DifficultyModifier):
return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_region_parameter)
)
var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
selected_difficulty_modifier.modify(new_region_parameter)
i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
return new_region_parameter
#endregion
func get_state() -> State:
@@ -99,13 +62,12 @@ func choose_next_run_point(run_point : RunPoint) -> RunPoint:
visited_run_points.append(current_run_point)
current_run_point = run_point
GameInfo.game_data.start_region(run_point.region_parameter)
next_run_points = generate_next_run_points(current_run_point)
next_run_points = generate_next_run_points(current_run_point.level + 1)
return current_run_point
func get_region_flags(region_parameter : RegionParameter) -> Array[String]:
var flags : Array[String] = []
print(region_parameter.level)
if region_parameter.level == RUN_POINT_MAX_LEVEL:
flags.append("borea")
@@ -130,4 +92,4 @@ class DifficultyDecreaseCharge extends DifficultyModifier:
region_parameter.charges -= 1
func can_modifiy(region_parameter : RegionParameter) -> bool:
return region_parameter.charges >= 3
return region_parameter.charges >= 3

View File

@@ -11,12 +11,12 @@ const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@export var region_parameter : RegionParameter = RegionParameter.new() :
set(v):
region_parameter = v
@export var position : int = 0 # Y pos along the planet, 0 to 360
@export var position : float = 0
func _init(
_level : int = 0,
_region_parameter : RegionParameter = RegionParameter.new(),
_position : int = randi_range(0,360),
_position : float = randf_range(0.,1.),
):
level = _level
region_parameter = _region_parameter
@@ -24,7 +24,7 @@ func _init(
position = _position
func card_info() -> CardInfo:
var info = CardInfo.new(region_parameter.name)
var info = CardInfo.new(region_parameter.region_name)
info.important_stat_icon = DANGER_ICON
info.important_stat_text = "%d" % level