gros dev pre proto

* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police
* Ajout d'un semblant d'exploration
* Ajout de la sauvegarde des entités
* Restructuration mineure de l'arborescence
* Fix divers et réécriture des textes
This commit is contained in:
2025-10-31 13:52:45 +01:00
parent ceae7af589
commit ed7a8bcb6e
167 changed files with 2665 additions and 1201 deletions

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@@ -37,8 +37,8 @@ func pointer_text() -> String:
func interact_text():
return "Take"
func inspector_info() -> Inspector.Info:
return item.inspector_info()
func card_info() -> CardInfo:
return item.card_info()
func interact(player : Player) -> bool:
player.pick_item(item)
@@ -70,3 +70,6 @@ func generate_sprite() -> ItemObjectSprite:
)
return sprite_node
func save() -> EntityData:
return ItemObjectData.new(self)

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@@ -0,0 +1,11 @@
extends EntityData
class_name ItemObjectData
@export var item : Item
func _init(e : ItemObject):
position = e.global_position
item = e.item
func load() -> Entity:
return ItemObject.new(item)

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@@ -0,0 +1 @@
uid://brwd7adf8j7ff

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@@ -4,30 +4,24 @@ class_name Machine
const MAX_MACHINE_LEVEL = 3
var level : int = 1
var machine_name : String = ""
var machine_desc : String = ""
func setup_machine_info(machine_type : MachineType, _level : int = 1):
level = _level
machine_name = machine_type.name
machine_desc = machine_type.description
setup_machine_sprite()
func setup_machine_sprite():
pass
var type : MachineType
func pointer_text() -> String:
return machine_name
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
pointer_text(),
machine_desc
)
return type.name
static func get_level_color(l : int) -> Color:
match l:
1: return Color("4ed38a")
2: return Color("4ec6ee")
3: return Color("bd70e2")
_: return Color("bd70e2")
_: return Color("bd70e2")
static func instantiate_machine(machine_type : MachineType, machine_level = 1) -> Machine:
var new_machine : Machine = machine_type.scene.instantiate() as Machine
new_machine.level = machine_level
new_machine.type = machine_type
return new_machine
func save() -> EntityData:
return MachineData.new(self)

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@@ -0,0 +1,13 @@
extends EntityData
class_name MachineData
@export var level : int
@export var type : MachineType
func _init(m : Machine):
position = m.global_position
level = m.level
type = m.type
func load() -> Entity:
return Machine.instantiate_machine(type, level)

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@@ -0,0 +1 @@
uid://b24o2jgqvfact

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@@ -1 +0,0 @@
uid://bhncww816fjsb

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@@ -0,0 +1 @@
uid://bepx311a3f0o

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@@ -1,7 +1,7 @@
extends Machine
class_name SolarPanel
var charged : bool = false : set = set_charged
var charged : bool = false
var recharge_days : int = 0
func get_days_to_recharge(l : int = level) -> int:
@@ -25,13 +25,18 @@ func _pass_day():
if recharge_days >= get_days_to_recharge():
set_charged(true)
func set_charged(_charged = true):
func set_charged(_charged = true, with_anim : bool = true):
charged = _charged
recharge_days = 0
if charged:
%AnimationPlayer.play("charged")
else :
%AnimationPlayer.play_backwards("charged")
if with_anim:
if charged:
%AnimationPlayer.play("charged")
else :
%AnimationPlayer.play_backwards("charged")
await %AnimationPlayer.animation_finished
%Flair.modulate = Color.WHITE if charged else Color.TRANSPARENT
%Pannels.modulate = Color.WHITE if charged else Color("6c6c6c")
func setup_machine_sprite():
# %Base.self_modulate = Machine.get_level_color(level)
@@ -47,3 +52,6 @@ func interact(p : Player) -> bool:
p.recharge(get_energy_production())
set_charged(false)
return true
func save() -> EntityData:
return SolarPanelData.new(self)

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@@ -0,0 +1,19 @@
extends MachineData
class_name SolarPanelData
@export var charged : bool = false
@export var recharge_days : int = 0
func _init(m : SolarPanel):
position = m.global_position
level = m.level
type = m.type
charged = m.charged
recharge_days = m.recharge_days
func load() -> Entity:
var sp = Machine.instantiate_machine(type, level) as SolarPanel
sp.set_charged(charged, false)
sp.recharge_days = recharge_days
return sp

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@@ -0,0 +1 @@
uid://dv1tok0civrpp

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@@ -1,11 +1,11 @@
[gd_resource type="Resource" script_class="MachineType" load_steps=3 format=3 uid="uid://dew3p4fffjryo"]
[ext_resource type="Script" uid="uid://bhncww816fjsb" path="res://entities/interactables/machines/scripts/machine_info.gd" id="1_ctita"]
[ext_resource type="Script" uid="uid://bepx311a3f0o" path="res://entities/interactables/machines/scripts/machine_type.gd" id="1_ctita"]
[ext_resource type="PackedScene" uid="uid://gwq2oos6ljyp" path="res://entities/interactables/machines/solar_pannel/solar_pannel.tscn" id="1_naexs"]
[resource]
script = ExtResource("1_ctita")
name = "Solar Pannel"
scene = ExtResource("1_naexs")
description = "Produce energy every 2 days. When charged, can be used to recharge energy."
metadata/_custom_type_script = "uid://bhncww816fjsb"
description = "Charge every 2 days. When charged, can be used to recharge player energy."
metadata/_custom_type_script = "uid://bepx311a3f0o"

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@@ -8,33 +8,6 @@
[sub_resource type="CircleShape2D" id="CircleShape2D_6utw7"]
radius = 48.0
[sub_resource type="Animation" id="Animation_gal8b"]
resource_name = "charged"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprites/Pannels:modulate")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.033333335, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0.42365062, 0.42365065, 0.42365062, 1), Color(1, 1, 1, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Sprites/Flair:modulate")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="Animation_77hon"]
length = 0.001
tracks/0/type = "value"
@@ -62,6 +35,33 @@ tracks/1/keys = {
"values": [Color(1, 1, 1, 0)]
}
[sub_resource type="Animation" id="Animation_gal8b"]
resource_name = "charged"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprites/Pannels:modulate")
tracks/0/interp = 2
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0.033333335, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0.42365062, 0.42365065, 0.42365062, 1), Color(1, 1, 1, 1)]
}
tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Sprites/Flair:modulate")
tracks/1/interp = 2
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(1, 1, 1, 0), Color(1, 1, 1, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_5vw1f"]
_data = {
&"RESET": SubResource("Animation_77hon"),
@@ -77,6 +77,7 @@ position = Vector2(15.999999, -16.999998)
scale = Vector2(0.09, 0.09)
[node name="Pannels" type="Sprite2D" parent="Sprites"]
unique_name_in_owner = true
modulate = Color(0.42352942, 0.42352942, 0.42352942, 1)
texture = ExtResource("2_ny3sb")
@@ -85,6 +86,7 @@ unique_name_in_owner = true
texture = ExtResource("3_bml32")
[node name="Flair" type="Sprite2D" parent="Sprites"]
unique_name_in_owner = true
modulate = Color(1, 1, 1, 0)
texture = ExtResource("4_ob8kj")

View File

@@ -35,9 +35,6 @@ viewport_path = NodePath("IconViewPort")
font = ExtResource("4_ux0j5")
font_size = 30
[sub_resource type="Animation" id="Animation_65b0j"]
resource_name = "empty"
[sub_resource type="Animation" id="Animation_8nmxn"]
length = 0.001
tracks/0/type = "value"
@@ -69,6 +66,9 @@ tracks/0/keys = {
"values": [Vector2(1, 1), Vector2(1.195, 0.915), Vector2(0.81, 1.195), Vector2(1, 1)]
}
[sub_resource type="Animation" id="Animation_65b0j"]
resource_name = "empty"
[sub_resource type="AnimationLibrary" id="AnimationLibrary_8nmxn"]
_data = {
&"RESET": SubResource("Animation_8nmxn"),
@@ -78,6 +78,9 @@ _data = {
[node name="Compost" type="Area2D"]
script = ExtResource("1_ux0j5")
default_interact_text = "Place Seed"
default_info_title = "Compost"
default_info_desc = "This research station can provide some bonus if filled with seeds."
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -3)

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@@ -3,6 +3,7 @@ class_name Compost
const FILLED_ICON = preload("res://common/icons/bucket.svg")
signal filled(c : Compost)
signal rewarded(c : Compost)
var reward : Reward = null :
@@ -17,46 +18,19 @@ var containing_seed : int = 0 :
func _ready():
update_info()
func pointer_text() -> String:
return "Compost"
func inspector_info() -> Inspector.Info:
var info = Inspector.Info.new(
pointer_text(),
"Fill this machine with seeds to get an reward",
%Sprite.texture,
)
if reward != null:
info.framed_infos.append(
Inspector.FramedInfo.new(
"On filled",
reward.desc(),
FILLED_ICON,
)
)
return info
func update_info():
%Count.text = "" if reward == null else "%d/%d" % [containing_seed, reward.get_seed_needed()]
%Icon.texture = null if reward == null else reward.icon()
func interact_text():
if reward:
return "Put a seed (%d left)" % (reward.get_seed_needed() - containing_seed)
else:
return ""
func can_interact(p : Player) -> bool:
return reward and p.inventory.get_item() and p.inventory.get_item() is Seed
return reward and p.data.inventory.get_item() and p.data.inventory.get_item() is Seed
func interact(p : Player) -> bool:
if not can_interact(p):
return false
p.play_sfx("harvest")
p.inventory.remove_current_item()
p.data.inventory.remove_current_item()
containing_seed += 1
if containing_seed >= reward.get_seed_needed():
containing_seed = 0
@@ -64,66 +38,34 @@ func interact(p : Player) -> bool:
rewarded.emit(self)
%AnimationPlayer.play("bump")
filled.emit(self)
return true
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
if default_info_desc != "":
var desc_section = CardSectionInfo.new(
"Description",
default_info_desc
)
desc_section.title_icon = DESC_ICON
info.sections.append(
desc_section
)
var reward_section = CardSectionInfo.new(
"When filled",
reward.desc()
)
reward_section.title_icon = FILLED_ICON
info.sections.append(reward_section)
return info
func product(_player : Player):
pass
class Reward:
var seed_needed : int = 1
func _init(_seed_needed : int):
seed_needed = _seed_needed
func reward(_p: Player):
pass
func get_seed_needed() -> int:
return seed_needed
func desc() -> String:
return ""
func icon() -> Texture:
return null
class UpgradeMaxEnergyReward extends Reward:
func reward(p: Player):
p.upgrade_max_energy(1)
func desc() -> String:
return "Upgrade max energy"
func icon() -> Texture:
return preload("res://common/icons/bolt.svg")
class UpgradeMaxInventoryReward extends Reward:
func reward(p: Player):
p.upgrade_inventory_size()
func desc() -> String:
return "Upgrade max inventory size"
func icon() -> Texture:
return preload("res://common/icons/backpack.svg")
class GiveItemReward extends Reward:
var item : Item
func _init(_seed_needed : int, _item : Item):
item = _item
seed_needed = _seed_needed
func reward(p: Player):
if p.inventory.is_full():
p.terrain.drop_item(item, p.global_position, 10)
else:
p.pick_item(item)
func desc() -> String:
return "Give the item %s" % item.get_item_name()
func icon() -> Texture:
return item.icon

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@@ -0,0 +1,19 @@
extends Resource
class_name Reward
var seed_needed : int = 1
func _init(_seed_needed : int):
seed_needed = _seed_needed
func reward(_p: Player):
pass
func get_seed_needed() -> int:
return seed_needed
func desc() -> String:
return ""
func icon() -> Texture:
return null

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@@ -0,0 +1 @@
uid://djtiywfr031nr

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@@ -0,0 +1,20 @@
extends Reward
class_name GiveItemReward
var item : Item
func _init(_seed_needed : int, _item : Item):
item = _item
seed_needed = _seed_needed
func reward(p: Player):
if p.data.inventory.is_full():
p.terrain.drop_item(item, p.global_position, 10)
else:
p.pick_item(item)
func desc() -> String:
return "Give the following item : [b]%s[/b]. %s" % [item.name, item.description]
func icon() -> Texture:
return item.icon

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@@ -0,0 +1 @@
uid://cqr2dpxwn6oa8

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@@ -0,0 +1,10 @@
extends Reward
class_name UpgradeMaxEnergyReward
func reward(p: Player):
p.upgrade_max_energy(1)
func desc() -> String:
return "Upgrade max energy"
func icon() -> Texture:
return preload("res://common/icons/bolt.svg")

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@@ -0,0 +1 @@
uid://ck28pmq7jv66m

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@@ -0,0 +1,11 @@
extends Reward
class_name UpgradeMaxInventoryReward
func reward(p: Player):
p.upgrade_inventory_size()
func desc() -> String:
return "Upgrade max inventory size"
func icon() -> Texture:
return preload("res://common/icons/backpack.svg")

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@@ -0,0 +1 @@
uid://dnl5erwyrn44g

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@@ -1,22 +1,9 @@
extends Interactable
class_name TruckLadder
@export var truck_interior : TruckInterior
@export var planet_camera : Camera
func _ready():
truck_interior.player_exited.connect(_on_truck_interior_player_exited)
const TRUCK_SCENE_PATH = "res://stages/terrain/truck/truck.tscn"
func interact(p : Player):
truck_interior.add_entity(p)
p.global_position = truck_interior.spawn_position.global_position
truck_interior.camera.make_current()
planet_camera.following = null
p.planet.save()
get_tree().change_scene_to_file(TRUCK_SCENE_PATH)
return true
func _on_truck_interior_player_exited(p):
planet.add_entity(p)
p.global_position = global_position
planet_camera.make_current()
planet_camera.following = p

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@@ -9,15 +9,3 @@ func interact(_p: Player) -> bool:
planet.pass_day()
return true
func interact_text():
return "Recharge"
func pointer_text() -> String:
return "Recharge Station"
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
pointer_text(),
"You can recharge your robot here. When recharging, time will pass and plants may grow."
)

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@@ -14,6 +14,9 @@ region = Rect2(64, 161, 101, 205)
[node name="TruckRecharge" type="Area2D"]
script = ExtResource("1_ipgcv")
default_interact_text = "Recharge"
default_info_title = "Recharge Station"
default_info_desc = "[b]You can recharge your robot here.[/b] When recharging, time will pass and plants may grow."
metadata/_custom_type_script = "uid://dyprcd68fjstf"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]