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:
92
entities/player/inventory/scripts/inventory.gd
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92
entities/player/inventory/scripts/inventory.gd
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@@ -0,0 +1,92 @@
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extends Resource
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class_name Inventory
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signal updated(inventory: Inventory)
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@export var items: Array[Item] = []
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@export var current_item_ind: int = 0
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func _init(inventory_size: int = 1):
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items.resize(inventory_size)
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func get_best_available_slot_ind():
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if items[current_item_ind] == null:
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return current_item_ind
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for i in items.size():
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if items[i] == null:
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return i
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return current_item_ind
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func set_current_item(new_ind: int):
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if new_ind >= items.size():
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return
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if new_ind != current_item_ind:
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current_item_ind = new_ind
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updated.emit(self)
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func change_current_item(ind_mod: int):
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if items.size() == 0:
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current_item_ind = 0
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return
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var new_ind: int = current_item_ind + ind_mod
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new_ind = new_ind % items.size()
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if new_ind < 0:
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new_ind += items.size()
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set_current_item(new_ind)
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func add_item(item: Item):
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var best_ind = get_best_available_slot_ind()
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if best_ind != current_item_ind:
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set_item(item, best_ind)
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updated.emit(self)
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return true
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else:
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return false
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func set_item(item: Item, ind: int = 0) -> bool:
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if ind < 0 || ind >= items.size():
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return false
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while len(items) <= ind:
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items.append(null)
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items[ind] = item
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updated.emit(self)
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return true
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func get_item(ind: int = current_item_ind) -> Item:
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if ind < 0 || items.size() <= ind:
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return null
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return items[ind]
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func has_item(item: Item) -> bool:
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return item in items
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func remove_item(item: Item):
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var ind = items.find(item)
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if ind >= 0:
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items[ind] = null
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updated.emit(self)
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func remove_item_at(ind: int = current_item_ind):
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if items.size() <= ind:
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return
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items[ind] = null
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updated.emit(self)
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func remove_current_item():
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remove_item_at()
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func pop_item(ind: int = current_item_ind) -> Item:
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if items.size() == 0:
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return
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var item_removed: Item = items[ind]
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items[ind] = null
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updated.emit(self)
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return item_removed
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func is_full():
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for i in items:
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if i == null : return false
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return true
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1
entities/player/inventory/scripts/inventory.gd.uid
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1
entities/player/inventory/scripts/inventory.gd.uid
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@@ -0,0 +1 @@
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uid://fnu2d6wna4yc
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81
entities/player/inventory/scripts/item.gd
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81
entities/player/inventory/scripts/item.gd
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@@ -0,0 +1,81 @@
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extends Resource
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class_name Item
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const TYPE_ICON = preload("res://common/icons/backpack.svg")
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const ACTION_ICON = preload("res://common/icons/swipe-down.svg")
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const ENERGY_ICON = preload("res://common/icons/bolt.svg")
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const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
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var name: String : get = get_item_name
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var description: String : get = get_description
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var icon: Texture2D : get = get_icon
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var usage_zone_radius: int = 5 : get = get_usage_zone_radius
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var energy_usage : int = 1 : get = get_energy_used
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func get_item_name() -> String:
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return name
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func get_description() -> String:
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return description
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func get_icon() -> Texture2D:
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return icon
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func get_energy_used() -> int:
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return energy_usage
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func get_usage_zone_radius() -> int:
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return usage_zone_radius
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func get_usage_object_affected(_i : InspectableEntity) -> bool:
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return false
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func is_one_time_use():
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return false
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func can_use(_player : Player, zone: Player.ActionZone) -> bool:
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return false
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func use_text() -> String:
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return ""
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func use(_player : Player, zone: Player.ActionZone):
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return false
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func card_info() -> CardInfo:
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var info = CardInfo.new(
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get_item_name()
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)
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info.texture = icon
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info.type_icon = TYPE_ICON
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info.stats.append(
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CardStatInfo.new(
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"Cost %d energy" % energy_usage,
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ENERGY_ICON
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)
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)
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if is_one_time_use():
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info.stats.append(
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CardStatInfo.new(
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"One time use",
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ONE_TIME_ICON
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)
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)
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var effect_section = CardSectionInfo.new(
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"Effect",
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get_description()
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)
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effect_section.title_icon = ACTION_ICON
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if energy_usage > 0:
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effect_section.title_icon = ENERGY_ICON
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info.sections.append(effect_section)
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return info
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func get_particles() -> Array[Particles.Parameters]:
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return []
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1
entities/player/inventory/scripts/item.gd.uid
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1
entities/player/inventory/scripts/item.gd.uid
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uid://bq7admu4ahs5r
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42
entities/player/inventory/scripts/items/blueprint.gd
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42
entities/player/inventory/scripts/items/blueprint.gd
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@@ -0,0 +1,42 @@
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extends Item
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class_name Blueprint
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@export var machine_type: MachineType
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@export var machine_level: int = 1
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func _init(_machine_type : MachineType = null, _machine_level : int = 1):
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machine_type = _machine_type
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machine_level = _machine_level
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func get_item_name() -> String:
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if machine_type:
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return machine_type.name
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return ""
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func get_description() -> String:
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if machine_type:
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return machine_type.description
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return ""
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func get_icon() -> Texture2D:
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return preload("res://common/icons/cube-3d-sphere.svg")
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func use_text() -> String:
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if machine_type:
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return "Build " + machine_type.name
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return ""
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func is_one_time_use():
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return true
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func can_use(player : Player, zone : Player.ActionZone) -> bool:
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return player.terrain is Planet
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func use(player : Player, zone : Player.ActionZone) -> bool:
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if machine_type and machine_level and player.planet:
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player.planet.add_entity(
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Machine.instantiate_machine(machine_type, machine_level),
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zone.get_global_position()
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)
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return true
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return false
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1
entities/player/inventory/scripts/items/blueprint.gd.uid
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1
entities/player/inventory/scripts/items/blueprint.gd.uid
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@@ -0,0 +1 @@
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uid://dcowcvjk2m7va
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44
entities/player/inventory/scripts/items/fork.gd
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44
entities/player/inventory/scripts/items/fork.gd
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@@ -0,0 +1,44 @@
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extends Item
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class_name Fork
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const USE_INTERVAL = 0.15
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func get_item_name() -> String:
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return "Fork"
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func get_description() -> String:
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return "Use it to harvest mature plants."
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func get_icon() -> Texture2D:
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return preload("res://common/icons/fork.svg")
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func get_energy_used() -> int:
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return 1
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func get_usage_zone_radius() -> int:
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return 50
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func get_usage_object_affected(i : InspectableEntity) -> bool:
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return i is Plant
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func use_text() -> String:
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return "Harvest"
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func can_use(_player : Player, zone : Player.ActionZone) -> bool:
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var areas = zone.get_affected_areas()
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for area in areas :
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if area is Plant:
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return true
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return false
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func use(player : Player, zone : Player.ActionZone) -> bool:
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for area in zone.get_affected_areas():
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if area and area is Plant:
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harvest(area, player)
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await player.get_tree().create_timer(USE_INTERVAL).timeout
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return true
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func harvest(p : Plant, player: Player):
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player.play_sfx("harvest")
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p.harvest()
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1
entities/player/inventory/scripts/items/fork.gd.uid
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1
entities/player/inventory/scripts/items/fork.gd.uid
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@@ -0,0 +1 @@
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uid://cg5to3g2bqyks
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19
entities/player/inventory/scripts/items/knife.gd
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19
entities/player/inventory/scripts/items/knife.gd
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@@ -0,0 +1,19 @@
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extends Fork
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class_name Knife
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const KNIFE_ZONE_RADIUS = 10
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func get_item_name() -> String:
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return "Knife"
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func get_description() -> String:
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return "Use it to harvest mature plants. Do not cost energy."
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func get_energy_used() -> int:
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return 0
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func get_icon() -> Texture2D:
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return preload("res://common/icons/slice.svg")
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func get_usage_zone_radius() -> int:
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return KNIFE_ZONE_RADIUS
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1
entities/player/inventory/scripts/items/knife.gd.uid
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1
entities/player/inventory/scripts/items/knife.gd.uid
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@@ -0,0 +1 @@
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uid://clyixfqc8rmo
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32
entities/player/inventory/scripts/items/package.gd
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32
entities/player/inventory/scripts/items/package.gd
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@@ -0,0 +1,32 @@
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extends Item
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class_name Package
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@export var scene: PackedScene
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@export var package_name : String
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@export_multiline var package_description : String
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func _init(_scene : PackedScene = null):
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scene = _scene
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func get_item_name() -> String:
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return package_name
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func get_description() -> String:
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return package_description
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func get_icon() -> Texture2D:
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return preload("res://common/icons/package.svg")
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func use_text() -> String:
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return "Open"
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func is_one_time_use():
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return true
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func can_use(player : Player, zone : Player.ActionZone) -> bool:
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return player.planet != null
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func use(player : Player, zone : Player.ActionZone) -> bool:
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player.planet.instantiate_entity(scene, zone.get_global_position())
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return true
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1
entities/player/inventory/scripts/items/package.gd.uid
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1
entities/player/inventory/scripts/items/package.gd.uid
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@@ -0,0 +1 @@
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uid://b6kubqgq0k7vj
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194
entities/player/inventory/scripts/items/seed.gd
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194
entities/player/inventory/scripts/items/seed.gd
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@@ -0,0 +1,194 @@
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extends Item
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class_name Seed
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const MUTATION_PROBABILITY = 0.3
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const SHOVEL_ICON = preload("res://common/icons/shovel.svg")
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const GROWING_ICON = preload("res://common/icons/chevrons-up.svg")
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const SCORE_ICON = preload("res://common/icons/growth.svg")
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@export var plant_type: PlantType
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@export var plant_mutations: Array[PlantMutation]
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func get_item_name() -> String:
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return "%s Seed" % plant_type.name
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func get_description() -> String:
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return "Plant [b]%s[/b]. Must be used in decontamined zone." % plant_type.name
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func get_icon() -> Texture2D:
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return plant_type.seed_texture
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func get_energy_used() -> int:
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return 1
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func get_usage_zone_radius() -> int:
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return 30
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func get_usage_object_affected(i : InspectableEntity) -> bool:
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return i is Plant
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func _init(
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_plant_type : PlantType = null,
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_parent_mutation : Array[PlantMutation] = []
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):
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plant_type = _plant_type
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plant_mutations = Seed.mutate(_parent_mutation)
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func use_text() -> String:
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return "Plant " + plant_type.name
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func is_one_time_use():
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return true
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func can_use(player : Player, zone : Player.ActionZone) -> bool:
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||||
if (
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player.planet == null
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or not player.planet.garden.is_in_garden(zone.get_global_position())
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||||
):
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return false
|
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|
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var is_there_a_plant_here = false
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for area in zone.get_affected_areas():
|
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if area is Plant:
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is_there_a_plant_here = true
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|
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var is_there_contamination_in_zone = false
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for point in zone.get_points_in_zone():
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if player.planet.garden.is_there_contamination(point):
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is_there_contamination_in_zone = true
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return not is_there_a_plant_here and not is_there_contamination_in_zone
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func use(player : Player, zone : Player.ActionZone) -> bool:
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if player.planet == null:
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return false
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|
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player.play_sfx("dig")
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return player.planet.plant(
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plant_type,
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zone.get_global_position(),
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plant_mutations
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||||
)
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|
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func card_info() -> CardInfo:
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var info = CardInfo.new(
|
||||
get_item_name()
|
||||
)
|
||||
info.texture = icon
|
||||
info.type_icon = TYPE_ICON
|
||||
|
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info.stats.append(
|
||||
CardStatInfo.new(
|
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"Cost %d energy" % energy_usage,
|
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ENERGY_ICON
|
||||
)
|
||||
)
|
||||
|
||||
if is_one_time_use():
|
||||
info.stats.append(
|
||||
CardStatInfo.new(
|
||||
"One time use",
|
||||
ONE_TIME_ICON
|
||||
)
|
||||
)
|
||||
|
||||
var effect_section = CardSectionInfo.new(
|
||||
"Effect",
|
||||
get_description()
|
||||
)
|
||||
effect_section.title_icon = ACTION_ICON
|
||||
|
||||
if energy_usage > 0:
|
||||
effect_section.title_icon = ENERGY_ICON
|
||||
|
||||
info.sections.append(effect_section)
|
||||
|
||||
if len(plant_mutations) != 0:
|
||||
var rarest : int = plant_mutations.map(
|
||||
func(m : PlantMutation) : return m.get_rarity()
|
||||
).max()
|
||||
info.bg_color = PlantMutation.get_rarity_color(rarest)
|
||||
for m in plant_mutations:
|
||||
info.sections.append(m.card_section())
|
||||
|
||||
return info
|
||||
|
||||
|
||||
func get_particles() -> Array[Particles.Parameters]:
|
||||
var param : Array[Particles.Parameters] = []
|
||||
|
||||
for m in plant_mutations:
|
||||
param.append(
|
||||
Particles.Parameters.new(
|
||||
m.get_icon(),
|
||||
PlantMutation.get_rarity_color(m.get_rarity())
|
||||
)
|
||||
)
|
||||
|
||||
return param
|
||||
|
||||
static func mutate(parent_mutation : Array[PlantMutation] = []) -> Array[PlantMutation]:
|
||||
|
||||
if randf() > MUTATION_PROBABILITY:
|
||||
return parent_mutation
|
||||
|
||||
var possible_mutations : Array[MutationPossibility] = [
|
||||
AddMutation.new()
|
||||
]
|
||||
|
||||
if len(parent_mutation):
|
||||
possible_mutations.append_array( [
|
||||
UpgradeMutation.new(),
|
||||
RemoveMutation.new(),
|
||||
])
|
||||
|
||||
var chosen_mutation = possible_mutations.pick_random()
|
||||
|
||||
return chosen_mutation.mutate(parent_mutation)
|
||||
|
||||
|
||||
class MutationPossibility:
|
||||
func mutate(_parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
|
||||
return []
|
||||
|
||||
class DontMutate extends MutationPossibility:
|
||||
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
|
||||
return parent_mutation
|
||||
|
||||
class AddMutation extends MutationPossibility:
|
||||
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
|
||||
var new_mutations = parent_mutation.duplicate_deep()
|
||||
var mut = PlantMutation.random_mutation()
|
||||
|
||||
if mut:
|
||||
var existing_mut_id = new_mutations.find_custom(func(m:PlantMutation): m.get_mutation_name() == mut.get_mutation_name())
|
||||
|
||||
if existing_mut_id >= 0:
|
||||
new_mutations[existing_mut_id].level += 1
|
||||
else :
|
||||
new_mutations.append(mut)
|
||||
|
||||
return new_mutations
|
||||
|
||||
class UpgradeMutation extends MutationPossibility:
|
||||
func mutate(
|
||||
parent_mutation : Array[PlantMutation] = []
|
||||
) -> Array[PlantMutation]:
|
||||
var new_mutations = parent_mutation.duplicate_deep()
|
||||
|
||||
new_mutations.pick_random().level += 1
|
||||
|
||||
return new_mutations
|
||||
|
||||
class RemoveMutation extends MutationPossibility:
|
||||
func mutate(parent_mutation : Array[PlantMutation] = [])-> Array[PlantMutation]:
|
||||
var new_mutations :Array[PlantMutation] = parent_mutation.duplicate_deep()
|
||||
|
||||
var mut_to_remove = new_mutations.pick_random()
|
||||
if mut_to_remove.level > 1:
|
||||
mut_to_remove.level -= 1
|
||||
else:
|
||||
new_mutations.remove_at(new_mutations.find(mut_to_remove))
|
||||
|
||||
return new_mutations
|
||||
1
entities/player/inventory/scripts/items/seed.gd.uid
Normal file
1
entities/player/inventory/scripts/items/seed.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bypjcvlc15gsm
|
||||
44
entities/player/inventory/scripts/items/shovel.gd
Normal file
44
entities/player/inventory/scripts/items/shovel.gd
Normal file
@@ -0,0 +1,44 @@
|
||||
extends Fork
|
||||
class_name Shovel
|
||||
|
||||
const SHOVEL_ZONE_RADIUS = 50
|
||||
|
||||
func get_item_name() -> String:
|
||||
return "Shovel"
|
||||
|
||||
func get_description() -> String:
|
||||
return "Can dig up buried seeds and can be used to harvest mature plants."
|
||||
|
||||
func get_icon() -> Texture2D:
|
||||
return preload("res://common/icons/shovel.svg")
|
||||
|
||||
func get_usage_zone_radius() -> int:
|
||||
return SHOVEL_ZONE_RADIUS
|
||||
|
||||
func get_usage_object_affected(i : InspectableEntity) -> bool:
|
||||
return i is Plant or i is UndergroundLoot
|
||||
|
||||
func use_text() -> String:
|
||||
return "Dig"
|
||||
|
||||
func can_use(_player : Player, zone : Player.ActionZone) -> bool:
|
||||
var areas = zone.get_affected_areas()
|
||||
for area in areas :
|
||||
if area is Plant or area is UndergroundLoot:
|
||||
return true
|
||||
return false
|
||||
|
||||
func use(player : Player, zone : Player.ActionZone) -> bool:
|
||||
for area in zone.get_affected_areas():
|
||||
if area and area is Plant:
|
||||
harvest(area, player)
|
||||
await player.get_tree().create_timer(USE_INTERVAL).timeout
|
||||
if area and area is UndergroundLoot:
|
||||
dig(area, player)
|
||||
await player.get_tree().create_timer(USE_INTERVAL).timeout
|
||||
|
||||
return true
|
||||
|
||||
func dig(u: UndergroundLoot, player: Player):
|
||||
player.play_sfx("dig")
|
||||
u.dig()
|
||||
1
entities/player/inventory/scripts/items/shovel.gd.uid
Normal file
1
entities/player/inventory/scripts/items/shovel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dya38x1h1uiyg
|
||||
21
entities/player/inventory/scripts/items/trowel.gd
Normal file
21
entities/player/inventory/scripts/items/trowel.gd
Normal file
@@ -0,0 +1,21 @@
|
||||
extends Fork
|
||||
class_name Trowel
|
||||
|
||||
const TROWEL_ZONE_RADIUS = 50
|
||||
|
||||
func get_item_name() -> String:
|
||||
return "Trowel"
|
||||
|
||||
func get_description() -> String:
|
||||
return "Use it to harvest mature plants, can get a [b]bonus seed[/b] from each plant."
|
||||
|
||||
func get_icon() -> Texture2D:
|
||||
return preload("res://common/icons/trowel.svg")
|
||||
|
||||
func get_usage_zone_radius() -> int:
|
||||
return TROWEL_ZONE_RADIUS
|
||||
|
||||
func harvest(p : Plant, player: Player):
|
||||
ProduceSeedsEffect.new(1).effect(p)
|
||||
player.play_sfx("harvest")
|
||||
p.harvest()
|
||||
1
entities/player/inventory/scripts/items/trowel.gd.uid
Normal file
1
entities/player/inventory/scripts/items/trowel.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://gvq5vic12srt
|
||||
@@ -3,8 +3,6 @@ class_name Player
|
||||
|
||||
const MAX_REACH = 100
|
||||
const HOLDING_ITEM_SPRITE_SIZE = 20.
|
||||
const DEFAULT_INVENTORY_SIZE = 2
|
||||
const DEFAULT_MAX_ENERGY = 2
|
||||
|
||||
signal player_updated(player: Player)
|
||||
signal upgraded
|
||||
@@ -14,9 +12,10 @@ var planet : Planet :
|
||||
get(): return terrain if terrain is Planet else null
|
||||
@export var speed = 350
|
||||
|
||||
var max_energy : int = DEFAULT_MAX_ENERGY
|
||||
var has_just_received_instruction : bool = false # pour récupérer les zones dans les action_area, une frame doit être passée depuis la création de la zone
|
||||
|
||||
var data : PlayerData
|
||||
|
||||
var controlling_player : bool = true :
|
||||
set(v):
|
||||
controlling_player = v
|
||||
@@ -24,28 +23,23 @@ var controlling_player : bool = true :
|
||||
|
||||
var instruction : Instruction = null
|
||||
|
||||
var energy : int = max_energy :
|
||||
set(v):
|
||||
energy = v
|
||||
player_updated.emit(self)
|
||||
|
||||
@onready var inventory : Inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
|
||||
@onready var preview_zone : ActionZone = null
|
||||
@onready var action_zone : ActionZone = null
|
||||
@onready var preview_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
|
||||
@onready var action_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
|
||||
|
||||
func _ready():
|
||||
data = GameInfo.game_data.player_data
|
||||
data.inventory.updated.connect(_on_inventory_updated)
|
||||
player_updated.emit(self)
|
||||
inventory.inventory_changed.connect(_on_inventory_updated)
|
||||
Pointer.player = self
|
||||
|
||||
func _input(_event) -> void:
|
||||
if Input.is_action_pressed("change_item_left"):
|
||||
inventory.change_current_item(1)
|
||||
data.inventory.change_current_item(1)
|
||||
if Input.is_action_pressed("change_item_right"):
|
||||
inventory.change_current_item(-1)
|
||||
data.inventory.change_current_item(-1)
|
||||
for i in range(1, 10):
|
||||
if Input.is_action_pressed("item_" + str(i)):
|
||||
inventory.set_current_item(i - 1)
|
||||
data.inventory.set_current_item(i - 1)
|
||||
|
||||
# Méthode déclenchée par la classe planet
|
||||
func _start_pass_day():
|
||||
@@ -80,8 +74,8 @@ func _process(_delta):
|
||||
move_and_slide()
|
||||
|
||||
func _on_inventory_updated(_inventory: Inventory):
|
||||
var item : Item = inventory.get_item()
|
||||
setup_preview_zone(item)
|
||||
setup_preview_zone(data.inventory.get_item())
|
||||
var item : Item = data.inventory.get_item()
|
||||
if item:
|
||||
var item_texture = item.icon
|
||||
%ItemSprite.texture = item_texture
|
||||
@@ -128,27 +122,30 @@ func try_move(move_to : Vector2):
|
||||
|
||||
func pick_item(item : Item) -> Item:
|
||||
play_sfx("pick")
|
||||
if inventory.is_full():
|
||||
if data.inventory.is_full():
|
||||
drop_item()
|
||||
|
||||
var available_slot_ind = inventory.get_best_available_slot_ind()
|
||||
if available_slot_ind == inventory.current_item_ind && inventory.items[available_slot_ind] != null:
|
||||
var current_item : Item = inventory.get_item()
|
||||
inventory.set_item(item, available_slot_ind)
|
||||
var available_slot_ind = data.inventory.get_best_available_slot_ind()
|
||||
if (
|
||||
available_slot_ind == data.inventory.current_item_ind
|
||||
&& data.inventory.items[available_slot_ind] != null
|
||||
):
|
||||
var current_item : Item = data.inventory.get_item()
|
||||
data.inventory.set_item(item, available_slot_ind)
|
||||
return current_item
|
||||
else :
|
||||
if inventory.set_item(item, available_slot_ind):
|
||||
inventory.set_current_item(available_slot_ind);
|
||||
if data.inventory.set_item(item, available_slot_ind):
|
||||
data.inventory.set_current_item(available_slot_ind);
|
||||
return null
|
||||
|
||||
func drop_item():
|
||||
var item_to_drop = inventory.pop_item()
|
||||
var item_to_drop = data.inventory.pop_item()
|
||||
if item_to_drop:
|
||||
terrain.drop_item(item_to_drop, global_position)
|
||||
play_sfx("drop")
|
||||
|
||||
func delete_item(item: Item):
|
||||
inventory.remove_item(item)
|
||||
data.inventory.remove_item(item)
|
||||
|
||||
func try_use_item(item : Item, use_position : Vector2):
|
||||
has_just_received_instruction = true
|
||||
@@ -163,7 +160,7 @@ func preview_could_use_item(item : Item) -> bool:
|
||||
|
||||
func could_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
|
||||
return (
|
||||
inventory.has_item(item)
|
||||
data.inventory.has_item(item)
|
||||
and item.can_use(self, zone)
|
||||
)
|
||||
|
||||
@@ -174,32 +171,32 @@ func can_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
|
||||
)
|
||||
|
||||
func has_energy_to_use_item(item : Item):
|
||||
return (energy - item.energy_usage) >= 0
|
||||
return (data.energy - item.energy_usage) >= 0
|
||||
|
||||
func use_item(item : Item):
|
||||
if can_use_item_on_zone(item, action_zone):
|
||||
var is_item_used = await item.use(self, action_zone)
|
||||
if is_item_used:
|
||||
energy -= item.energy_usage
|
||||
data.energy -= item.energy_usage
|
||||
if item.is_one_time_use():
|
||||
inventory.remove_item(item)
|
||||
data.inventory.remove_item(item)
|
||||
|
||||
func upgrade_max_energy(amount = 1):
|
||||
max_energy += amount
|
||||
data.max_energy += amount
|
||||
upgraded.emit()
|
||||
player_updated.emit(self)
|
||||
|
||||
func upgrade_inventory_size(amount = 1):
|
||||
inventory.items.resize(inventory.items.size() + amount)
|
||||
data.inventory.items.resize(data.inventory.items.size() + amount)
|
||||
upgraded.emit()
|
||||
player_updated.emit(self)
|
||||
|
||||
func recharge(amount : int = max_energy):
|
||||
energy = energy + amount
|
||||
func recharge(amount : int = data.max_energy):
|
||||
data.energy += + amount
|
||||
upgraded.emit()
|
||||
|
||||
func full_recharge():
|
||||
energy = max(energy, max_energy)
|
||||
data.energy = max(data.energy, data.max_energy)
|
||||
|
||||
func generate_action_zone(item : Item) -> ActionZone:
|
||||
var zone = ActionZone.new(item)
|
||||
@@ -226,7 +223,7 @@ func setup_action_zone(zone_position : Vector2, item: Item) -> ActionZone:
|
||||
if action_zone:
|
||||
action_zone.destroy()
|
||||
action_zone = generate_action_zone(item)
|
||||
action_zone.area.global_position = zone_position
|
||||
action_zone.move_to_position(zone_position)
|
||||
return action_zone
|
||||
|
||||
func move_preview_zone(zone_position : Vector2):
|
||||
@@ -320,11 +317,13 @@ class ActionZone:
|
||||
affected_areas = new_affected_areas
|
||||
|
||||
func get_affected_areas() -> Array[Area2D]:
|
||||
return [] if area == null else area.get_overlapping_areas()
|
||||
var empty_array : Array[Area2D] = []
|
||||
return empty_array if area == null else area.get_overlapping_areas()
|
||||
|
||||
func destroy():
|
||||
clear_preview_on_affected_area()
|
||||
area.queue_free()
|
||||
if area:
|
||||
area.queue_free()
|
||||
|
||||
func get_global_position() -> Vector2:
|
||||
return Vector2.ZERO if area == null else area.global_position
|
||||
|
||||
17
entities/player/scripts/player_data.gd
Normal file
17
entities/player/scripts/player_data.gd
Normal file
@@ -0,0 +1,17 @@
|
||||
extends Resource
|
||||
class_name PlayerData
|
||||
|
||||
signal updated(player_data : PlayerData)
|
||||
|
||||
const DEFAULT_MAX_ENERGY = 2
|
||||
const DEFAULT_INVENTORY_SIZE = 3
|
||||
|
||||
@export var max_energy : int = DEFAULT_MAX_ENERGY :
|
||||
set(v):
|
||||
max_energy = v
|
||||
updated.emit(self)
|
||||
@export var energy : int = DEFAULT_MAX_ENERGY :
|
||||
set(v):
|
||||
energy = v
|
||||
updated.emit(self)
|
||||
@export var inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
|
||||
1
entities/player/scripts/player_data.gd.uid
Normal file
1
entities/player/scripts/player_data.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://d4kdfrdv83xve
|
||||
Reference in New Issue
Block a user