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
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@@ -8,14 +8,14 @@ const BORDER_WIDTH = 100
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var terrain_size = Vector2.ONE * 1000 :
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set(v):
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terrain_size = v
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if borderLimit:
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borderLimit.queue_free()
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borderLimit = create_border_limit()
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if border_limit:
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border_limit.queue_free()
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border_limit = create_border_limit()
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@onready var borderLimit : StaticBody2D = create_border_limit()
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@onready var entityContainer : Node2D = create_entity_container()
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@onready var border_limit : StaticBody2D = create_border_limit()
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@onready var entity_container : Node2D = create_entity_container()
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func add_entity(e : Node2D, container : Node2D = entityContainer):
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func add_entity(e : Node2D, container : Node2D = entity_container):
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if e.get_parent():
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e.get_parent().remove_child(e)
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@@ -52,14 +52,14 @@ func drop_item(item: Item, item_position : Vector2, random_displacement_factor =
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return item_object
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func create_border_limit() -> StaticBody2D:
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var staticBody = StaticBody2D.new()
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var staticBodyCollision = CollisionPolygon2D.new()
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var static_body = StaticBody2D.new()
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var static_body_collision = CollisionPolygon2D.new()
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add_child(staticBody)
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staticBody.add_child(staticBodyCollision)
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add_child(static_body)
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static_body.add_child(static_body_collision)
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var size = terrain_size
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staticBodyCollision.polygon = PackedVector2Array([
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static_body_collision.polygon = PackedVector2Array([
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Vector2(0,0),
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Vector2(0, size.y),
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Vector2(size.x, size.y),
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@@ -72,4 +72,4 @@ func create_border_limit() -> StaticBody2D:
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Vector2(-BORDER_WIDTH, -BORDER_WIDTH)
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])
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return staticBody
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return static_body
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