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
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@@ -3,8 +3,6 @@ class_name Player
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const MAX_REACH = 100
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const HOLDING_ITEM_SPRITE_SIZE = 20.
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const DEFAULT_INVENTORY_SIZE = 2
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const DEFAULT_MAX_ENERGY = 2
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signal player_updated(player: Player)
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signal upgraded
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@@ -14,9 +12,10 @@ var planet : Planet :
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get(): return terrain if terrain is Planet else null
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@export var speed = 350
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var max_energy : int = DEFAULT_MAX_ENERGY
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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
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var data : PlayerData
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var controlling_player : bool = true :
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set(v):
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controlling_player = v
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@@ -24,28 +23,23 @@ var controlling_player : bool = true :
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var instruction : Instruction = null
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var energy : int = max_energy :
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set(v):
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energy = v
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player_updated.emit(self)
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@onready var inventory : Inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
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@onready var preview_zone : ActionZone = null
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@onready var action_zone : ActionZone = null
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@onready var preview_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
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@onready var action_zone : ActionZone = setup_action_zone(Vector2.ZERO, null)
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func _ready():
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data = GameInfo.game_data.player_data
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data.inventory.updated.connect(_on_inventory_updated)
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player_updated.emit(self)
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inventory.inventory_changed.connect(_on_inventory_updated)
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Pointer.player = self
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func _input(_event) -> void:
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if Input.is_action_pressed("change_item_left"):
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inventory.change_current_item(1)
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data.inventory.change_current_item(1)
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if Input.is_action_pressed("change_item_right"):
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inventory.change_current_item(-1)
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data.inventory.change_current_item(-1)
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for i in range(1, 10):
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if Input.is_action_pressed("item_" + str(i)):
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inventory.set_current_item(i - 1)
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data.inventory.set_current_item(i - 1)
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# Méthode déclenchée par la classe planet
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func _start_pass_day():
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@@ -80,8 +74,8 @@ func _process(_delta):
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move_and_slide()
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func _on_inventory_updated(_inventory: Inventory):
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var item : Item = inventory.get_item()
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setup_preview_zone(item)
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setup_preview_zone(data.inventory.get_item())
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var item : Item = data.inventory.get_item()
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if item:
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var item_texture = item.icon
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%ItemSprite.texture = item_texture
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@@ -128,27 +122,30 @@ func try_move(move_to : Vector2):
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func pick_item(item : Item) -> Item:
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play_sfx("pick")
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if inventory.is_full():
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if data.inventory.is_full():
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drop_item()
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var available_slot_ind = inventory.get_best_available_slot_ind()
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if available_slot_ind == inventory.current_item_ind && inventory.items[available_slot_ind] != null:
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var current_item : Item = inventory.get_item()
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inventory.set_item(item, available_slot_ind)
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var available_slot_ind = data.inventory.get_best_available_slot_ind()
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if (
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available_slot_ind == data.inventory.current_item_ind
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&& data.inventory.items[available_slot_ind] != null
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):
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var current_item : Item = data.inventory.get_item()
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data.inventory.set_item(item, available_slot_ind)
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return current_item
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else :
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if inventory.set_item(item, available_slot_ind):
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inventory.set_current_item(available_slot_ind);
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if data.inventory.set_item(item, available_slot_ind):
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data.inventory.set_current_item(available_slot_ind);
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return null
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func drop_item():
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var item_to_drop = inventory.pop_item()
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var item_to_drop = data.inventory.pop_item()
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if item_to_drop:
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terrain.drop_item(item_to_drop, global_position)
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play_sfx("drop")
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func delete_item(item: Item):
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inventory.remove_item(item)
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data.inventory.remove_item(item)
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func try_use_item(item : Item, use_position : Vector2):
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has_just_received_instruction = true
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@@ -163,7 +160,7 @@ func preview_could_use_item(item : Item) -> bool:
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func could_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
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return (
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inventory.has_item(item)
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data.inventory.has_item(item)
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and item.can_use(self, zone)
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)
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@@ -174,32 +171,32 @@ func can_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
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)
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func has_energy_to_use_item(item : Item):
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return (energy - item.energy_usage) >= 0
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return (data.energy - item.energy_usage) >= 0
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func use_item(item : Item):
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if can_use_item_on_zone(item, action_zone):
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var is_item_used = await item.use(self, action_zone)
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if is_item_used:
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energy -= item.energy_usage
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data.energy -= item.energy_usage
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if item.is_one_time_use():
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inventory.remove_item(item)
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data.inventory.remove_item(item)
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func upgrade_max_energy(amount = 1):
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max_energy += amount
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data.max_energy += amount
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upgraded.emit()
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player_updated.emit(self)
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func upgrade_inventory_size(amount = 1):
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inventory.items.resize(inventory.items.size() + amount)
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data.inventory.items.resize(data.inventory.items.size() + amount)
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upgraded.emit()
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player_updated.emit(self)
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func recharge(amount : int = max_energy):
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energy = energy + amount
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func recharge(amount : int = data.max_energy):
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data.energy += + amount
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upgraded.emit()
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func full_recharge():
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energy = max(energy, max_energy)
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data.energy = max(data.energy, data.max_energy)
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func generate_action_zone(item : Item) -> ActionZone:
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var zone = ActionZone.new(item)
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@@ -226,7 +223,7 @@ func setup_action_zone(zone_position : Vector2, item: Item) -> ActionZone:
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if action_zone:
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action_zone.destroy()
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action_zone = generate_action_zone(item)
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action_zone.area.global_position = zone_position
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action_zone.move_to_position(zone_position)
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return action_zone
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func move_preview_zone(zone_position : Vector2):
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@@ -320,11 +317,13 @@ class ActionZone:
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affected_areas = new_affected_areas
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func get_affected_areas() -> Array[Area2D]:
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return [] if area == null else area.get_overlapping_areas()
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var empty_array : Array[Area2D] = []
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return empty_array if area == null else area.get_overlapping_areas()
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func destroy():
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clear_preview_on_affected_area()
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area.queue_free()
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if area:
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area.queue_free()
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func get_global_position() -> Vector2:
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return Vector2.ZERO if area == null else area.global_position
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