ajout des mutation et refonte de l'inspecteur

* ajout des mutations #86
* changement de l'objectif #85
* refonte de l'inspecteur #71
* changement léger de la plantation
* les plantes ne donnent que des graines de leurs espèces
* refonte partielle du code, refacto
This commit is contained in:
2025-10-12 01:03:08 +02:00
parent bb24efe46b
commit ef392595de
108 changed files with 1921 additions and 477 deletions

View File

@@ -27,8 +27,8 @@ var energy : int = max_energy :
player_updated.emit(self)
@onready var inventory : Inventory = Inventory.new(DEFAULT_INVENTORY_SIZE)
@onready var preview_zone : Area2D = null
@onready var action_zone : Area2D = null
@onready var preview_zone : ActionZone = null
@onready var action_zone : ActionZone = null
func _ready():
player_updated.emit(self)
@@ -126,9 +126,9 @@ func try_move(move_to : Vector2):
func pick_item(item : Item) -> Item:
play_sfx("pick")
if inventory.length() >= inventory.size:
var currentItem : Item = inventory.get_item()
var current_item : Item = inventory.get_item()
inventory.set_item(item, inventory.current_item_ind)
return currentItem
return current_item
else :
inventory.add_item(item)
return null
@@ -153,7 +153,7 @@ func try_use_item(item : Item, use_position : Vector2):
func preview_can_use_item(item : Item) -> bool:
return can_use_item_on_zone(item, preview_zone)
func can_use_item_on_zone(item : Item, zone: Area2D) -> bool:
func can_use_item_on_zone(item : Item, zone: ActionZone) -> bool:
return (
inventory.has_item(item)
and (energy - item.energy_usage) >= 0
@@ -185,43 +185,29 @@ func recharge(amount : int = max_energy):
func full_recharge():
energy = max(energy, max_energy)
func generate_action_zone(radius : int = 0) -> Area2D:
var area2D = Area2D.new()
var collision_shape = CollisionShape2D.new()
var circle_shape = CircleShape2D.new()
func generate_action_zone(radius : int = 0) -> ActionZone:
var zone = ActionZone.new(radius)
circle_shape.radius = radius
collision_shape.shape = circle_shape
area2D.add_child(collision_shape)
get_parent().add_child(zone.area)
get_parent().add_child(area2D)
return zone
return area2D
func setup_preview_zone(zone_radius : int) -> Area2D:
func setup_preview_zone(zone_radius : int) -> ActionZone:
if preview_zone:
preview_zone.queue_free()
preview_zone.destroy()
preview_zone = generate_action_zone(zone_radius)
return preview_zone
func setup_action_zone(zone_position : Vector2, zone_radius : int) -> Area2D:
func setup_action_zone(zone_position : Vector2, zone_radius : int) -> ActionZone:
if action_zone:
action_zone.queue_free()
action_zone.destroy()
action_zone = generate_action_zone(zone_radius)
action_zone.global_position = zone_position
action_zone.area.global_position = zone_position
return action_zone
func move_preview_zone(zone_position : Vector2):
if preview_zone:
preview_zone.global_position = zone_position
func detect_area_in_preview_zone() -> Array:
return preview_zone.get_overlapping_areas()
func detect_area_in_action_zone() -> Array:
if action_zone:
return action_zone.get_overlapping_areas()
return []
preview_zone.move_to_position(zone_position)
func play_sfx(sound : String):
match sound:
@@ -277,3 +263,37 @@ class InteractableInstruction extends Instruction:
func do(player : Player):
interactable.interact(player)
class ActionZone:
var radius : int = 10
var area : Area2D
func _init(_r : int):
radius = _r
area = Area2D.new()
var collision_shape = CollisionShape2D.new()
var circle_shape = CircleShape2D.new()
circle_shape.radius = radius
collision_shape.shape = circle_shape
area.add_child(collision_shape)
func destroy():
area.queue_free()
func get_global_position() -> Vector2:
return Vector2.ZERO if area == null else area.global_position
func move_to_position(pos : Vector2):
if area:
area.global_position = pos
func get_points_in_zone(point_factor = 10) -> Array[Vector2]:
var points : Array[Vector2] = []
for x in range(-radius, radius, point_factor):
for y in range(-radius, radius, point_factor):
if Vector2(x, y).length() <= radius:
points.append(area.global_position + Vector2(x, y))
return points