3 Commits

Author SHA1 Message Date
Altaezio
5d724e2c63 Sprite des cellules ne montrent plus un fond 2026-07-02 11:27:36 +02:00
Altaezio
45281057f2 drag from inventory + fixed some warnings + tractor beam effect on top of rocks 2026-07-02 11:04:01 +02:00
Altaezio
53e86be2ce Animation des cellules entre les jours corrigées 2026-07-02 10:41:04 +02:00
12 changed files with 112 additions and 27 deletions

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@@ -207,7 +207,7 @@ func change_ambiances_volume(db_change := 0., fade := DEFAULT_FADE_TIME):
# Joue un
# - player_name : Nom de la Node dans la scène Godot à jouer
func play_sfx(sfx_name : String, pitch = 1.):
func play_sfx(sfx_name : String, _pitch = 1.):
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
if player:
player.play()

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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cf554gg3t0miv"
path="res://.godot/imported/energy_cell_off - SAVE.png-1628a904600f784017aee64f240ea4ec.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://entities/interactables/energy_cell/assets/sprites/energy_cell_off - SAVE.png"
dest_files=["res://.godot/imported/energy_cell_off - SAVE.png-1628a904600f784017aee64f240ea4ec.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -131,7 +131,6 @@ libraries/ = SubResource("AnimationLibrary_ng3e4")
autoplay = &"default"
[node name="TractorBeam" type="CPUParticles2D" parent="." unique_id=382704689]
z_index = -1
position = Vector2(83, 0)
scale = Vector2(0.7, 0.7)
emitting = false

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@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://8jej5dv8qy13"
path="res://.godot/imported/talion_cell_off - SAVE.png-ab748f617cf76620f977b70e834f8ac8.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://entities/interactables/talion_cell/assets/sprites/talion_cell_off - SAVE.png"
dest_files=["res://.godot/imported/talion_cell_off - SAVE.png-ab748f617cf76620f977b70e834f8ac8.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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@@ -4,14 +4,17 @@ class_name Battery3d
const MAX_BATTERY_GAUGE_SPRITE_SCALE = 2.525
@export var powered : bool = true : set = set_powered
@export var powered: bool = true
func _ready():
set_powered()
func set_powered(_powered : bool = powered):
func set_powered(_powered: bool = powered, with_animation: bool = true):
var old_powered = powered
powered = _powered
if is_node_ready() and old_powered != powered:
var tween : Tween = get_tree().create_tween()
tween.tween_property(%NonPoweredBatteryGauge, "scale:y", 0. if powered else MAX_BATTERY_GAUGE_SPRITE_SCALE, 0.3)
if with_animation:
var tween: Tween = get_tree().create_tween()
tween.tween_property(%NonPoweredBatteryGauge, "scale:y", 0. if powered else MAX_BATTERY_GAUGE_SPRITE_SCALE, 0.3)
else:
%NonPoweredBatteryGauge.scale.y = 0. if powered else MAX_BATTERY_GAUGE_SPRITE_SCALE

View File

@@ -13,7 +13,7 @@ var max_energy := 0
func update(
_energy : int,
_max_energy : int,
_with_animation := true,
with_animation := true,
):
var changed = (energy != _energy or max_energy != _max_energy)
if changed:
@@ -23,7 +23,7 @@ func update(
# if with_animation:
# %EnergyAnimationPlayer.bounce()
%EnergyInfo3d.energy = energy
%EnergyInfo3d.set_energy(energy, with_animation)
%EnergyInfo3d.max_energy = max_energy
%EnergyCount.text = energy_count_text
%EnergyCount.modulate = Color.WHITE if energy > 0 else Color.RED

View File

@@ -2,15 +2,15 @@
extends Node3D
const BATTERY_SCENE = preload("res://gui/game/energy_info/battery_3d.tscn")
const BATTERY_SHIFT = Vector3(0,0,-1)
const BATTERY_SHIFT = Vector3(0, 0, -1)
@export var max_energy : int = 0 : set = set_max_energy
@export var energy : int = 0 : set = set_energy
@export var max_energy: int = 0: set = set_max_energy
@export var energy: int = 0
func _ready():
set_max_energy()
func set_max_energy(_max_energy : int = max_energy):
func set_max_energy(_max_energy: int = max_energy):
max_energy = _max_energy
if is_node_ready() and max_energy != len(%Batteries.get_children()):
for c in %Batteries.get_children():
@@ -24,7 +24,7 @@ func set_max_energy(_max_energy : int = max_energy):
await get_tree().create_timer(0.1).timeout
set_energy()
func set_energy(_energy : int = energy):
func set_energy(_energy: int = energy, with_animation: bool = true):
energy = _energy
if is_node_ready():
var energy_count = 0
@@ -32,5 +32,5 @@ func set_energy(_energy : int = energy):
if not battery.is_node_ready():
await battery.ready
if battery is Battery3d:
battery.powered = energy_count < energy
battery.set_powered(energy_count < energy, with_animation)
energy_count += 1

View File

@@ -149,10 +149,10 @@ func process_player_actions(delta: float):
%ActionProgressBar.value = 0.
if Input.is_action_just_pressed("action"):
if inspected is InventoryGuiItemMouseDetector:
GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
elif can_use_item and not current_selected_item.is_action_need_press_time() and current_selected_item.deactivate_interactable():
if can_use_item and not current_selected_item.is_action_need_press_time() and current_selected_item.deactivate_interactable():
player.try_use_item(current_selected_item, player.get_global_mouse_position())
elif inspected is InventoryGuiItemMouseDetector:
GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
elif can_interact:
var interactable = inspected as Interactable
player.try_interact(interactable)
@@ -261,7 +261,7 @@ func update_inspector(current_inspected):
func update_cursor():
var cursor := default_cursor
var hotspot : = Vector2(0.,0.)
var hotspot := Vector2(0., 0.)
if not Pause.pause and player and not action_disabled:
if current_selected_item and current_selected_item.get_pointer():
cursor = current_selected_item.get_pointer()
@@ -270,10 +270,10 @@ func update_cursor():
cursor = current_selected_item.get_clicked_pointer()
if current_selected_item.is_pointer_center():
hotspot = Vector2(cursor.get_width()/2., cursor.get_height()/2.)
hotspot = Vector2(cursor.get_width() / 2., cursor.get_height() / 2.)
elif can_interact:
cursor = action_cursor
Input.set_custom_mouse_cursor(cursor,0,hotspot)
Input.set_custom_mouse_cursor(cursor, Input.CURSOR_ARROW, hotspot)
func stop_inspect(node: Node):
if not dragging_inspected:
@@ -294,6 +294,9 @@ func start_dragging():
inspected_inventory_slot = inspected
inspected = dropped_item_object
player.region.save()
else:
dragging_inspected = false
GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
else:
dragging_inspected = false
if dragging_inspected:
@@ -306,10 +309,10 @@ func stop_dragging():
dragging_inspected = false
if inspected is ItemObject:
inspected.object_sprite.tractor_beam.emitting = false
if (
inspected_inventory_slot is InventoryGuiItemMouseDetector
and GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index)
):
all_inspected.clear()
inspected.queue_free()
inspected = null
if inspected_inventory_slot is InventoryGuiItemMouseDetector:
if GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index):
all_inspected.clear()
inspected.queue_free()
inspect(inspected_inventory_slot)
else:
stop_inspect(inspected)