Dev Beta 1.1

* Ajout d'une météo aléatoire (pluie, brouillard, vent)
* Ajour d'un bouton pour un formulaire de playtest
This commit is contained in:
2026-05-03 17:19:15 +02:00
parent 3a4c62694a
commit e7da19cb15
25 changed files with 394 additions and 121 deletions

View File

@@ -0,0 +1,19 @@
[remap]
importer="mp3"
type="AudioStreamMP3"
uid="uid://bqmo8dqvbwrjy"
path="res://.godot/imported/dragon-studio-gentle-rain-07-437321.mp3-0d563814f1cc2abb83b1e2f2367220f0.mp3str"
[deps]
source_file="res://common/audio_manager/assets/ambiance/niveau/dragon-studio-gentle-rain-07-437321.mp3"
dest_files=["res://.godot/imported/dragon-studio-gentle-rain-07-437321.mp3-0d563814f1cc2abb83b1e2f2367220f0.mp3str"]
[params]
loop=true
loop_offset=0.0
bpm=0.0
beat_count=0
bar_beats=4

View File

@@ -3,6 +3,7 @@
[ext_resource type="Script" uid="uid://2p5d6vogtn82" path="res://common/audio_manager/scripts/audio_manager.gd" id="1_0tvca"]
[ext_resource type="AudioStream" uid="uid://dipnmlprwfo12" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_1.ogg" id="2_tuvql"]
[ext_resource type="AudioStream" uid="uid://b1hut6lc1jevh" path="res://common/audio_manager/assets/morceaux/niveau/mines_phase_2.ogg" id="4_2fduo"]
[ext_resource type="AudioStream" uid="uid://bqmo8dqvbwrjy" path="res://common/audio_manager/assets/ambiance/niveau/dragon-studio-gentle-rain-07-437321.mp3" id="4_aedoe"]
[ext_resource type="AudioStream" uid="uid://6yx6txbgc6pt" path="res://common/audio_manager/assets/ambiance/astra/ambiance_astra.ogg" id="5_8204s"]
[ext_resource type="AudioStream" uid="uid://dcbuhtc085q2x" path="res://common/audio_manager/assets/morceaux/niveau/mines_phase_1.ogg" id="5_ajci6"]
[ext_resource type="AudioStream" uid="uid://dsphn6dbbd55a" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_1.ogg" id="6_6o1yh"]
@@ -132,6 +133,14 @@ stream = ExtResource("7_ge2sc")
unique_name_in_owner = true
stream = ExtResource("2_tuvql")
[node name="ExteriorFoggy" type="AudioStreamPlayer" parent="Ambiances" unique_id=1741396762]
unique_name_in_owner = true
[node name="ExteriorRaining" type="AudioStreamPlayer" parent="Ambiances" unique_id=1946725047]
unique_name_in_owner = true
stream = ExtResource("4_aedoe")
volume_db = -20.0
[node name="Astra" type="AudioStreamPlayer" parent="Ambiances" unique_id=1244577212]
unique_name_in_owner = true
stream = ExtResource("5_8204s")

View File

@@ -42,7 +42,6 @@ func _on_change_scene(scene : Scene):
elif scene is IntroScene:
stop_all_musics()
elif scene is RegionScene:
play_ambiance("Exterior", false)
var region_level = GameInfo.game_data.current_run.level
var first_phase = REGION_FIRST_PHASE[region_level % len(REGION_FIRST_PHASE)]
var loop_phase = REGION_LOOP_PHASE[region_level % len(REGION_LOOP_PHASE)]
@@ -299,7 +298,7 @@ func set_volume(player : AudioStreamPlayer, to : float, fade_time = DEFAULT_FADE
return fade_tween
func start_player(player: AudioStreamPlayer, from_random_time = false, fade_time = DEFAULT_FADE_TIME):
if player and not player.playing:
if player and player.stream and not player.playing:
player.play(
0.0 if not from_random_time
else randf_range(0.0, player.stream.get_length())

View File

@@ -9,9 +9,9 @@ uniform vec2 viewport_size = vec2(1920.0, 1080.0);
// Uniforms for customization
uniform sampler2D noise_texture : repeat_enable;
uniform float cloud_speed : hint_range(0.0, 1.0) = 1.0;
uniform float cloud_speed : hint_range(0.0, 10.0) = 1.0;
uniform float cloud_delay : hint_range(0.0, 100.0) = 1.0;
uniform vec2 noise_dir = vec2(1.0,+1.0);
uniform vec2 cloud_dir = vec2(1.0,+1.0);
uniform vec3 cloud_color : source_color = vec3(0.8);
uniform float cloud_alpha : hint_range(0.0, 1.0) = 1.0;
uniform float cloud_size : hint_range(1.0, 100.0) = 10.0;
@@ -26,8 +26,8 @@ void fragment() {
float time = TIME+cloud_delay;
vec2 time_offset = time * noise_dir * cloud_speed * 0.01;
vec2 distorsion_time_offset = time * noise_dir * (cloud_speed + vec2(cloud_distorsion_speed,cloud_distorsion_speed)) * 0.01;
vec2 time_offset = time * cloud_dir * cloud_speed * 0.01;
vec2 distorsion_time_offset = time * cloud_dir * (cloud_speed + vec2(cloud_distorsion_speed,cloud_distorsion_speed)) * 0.01;
vec2 cloud_uv = world_pos * (1./(cloud_size*100.)) + time_offset;
vec2 distorsion_cloud_uv = world_pos * (1./(cloud_size*100.)) + distorsion_time_offset;