30 Commits
Author SHA1 Message Date
Nilouandzacharie 3146198725 remixage des morceaux #107 2026-02-07 00:24:58 +01:00
Nilouandzacharie 8d3b0768fa finition du morceau de phase 1 et ajout du morceau de phase 2 #107 2026-02-07 00:24:58 +01:00
Nilouandzacharie 27b236b27c correction du dialogue post-tuto #130 2026-02-07 00:24:57 +01:00
Nilouandzacharie 6a751eaf7d amélioration du dialogue post-tuto #130 2026-02-07 00:24:57 +01:00
Nilouandzacharie f2aa04e5e9 corrections du dialogue d'outro et d'échec #125 #128 2026-02-07 00:24:57 +01:00
Nilouandzacharie 00742de387 écriture du dialogue post-tuto #130 2026-02-07 00:24:57 +01:00
Nilouandzacharie 6632c2f533 création du dialogue intermédiaire et ajout du morceau et ambiance du vaisseau #127 2026-02-07 00:24:57 +01:00
Nilouandzacharie 4457b4ff84 dialogue d'outro révisé (manque juste la correction) #125 2026-02-07 00:24:56 +01:00
Nilouandzacharie 32f0867d1e modification du morceau de phase 1 #107 2026-02-07 00:24:28 +01:00
Nilouandzacharie eb009d6f41 dialogue d'échec (manque l'ambiance sonore) #128 2026-02-07 00:24:27 +01:00
Nilouandzacharie 71f36fb430 ajout du sfx de téléphone #126 2026-02-07 00:24:27 +01:00
Nilouandzacharie 42bbef60d5 correction du dialogue d'outro #125 2026-02-07 00:24:27 +01:00
Nilouandzacharie 7d81023331 nouvelle version du dialague d'outro #125 2026-02-07 00:24:26 +01:00
Nilouandzacharie d835de1d66 suppression des espaces et accents #125 2026-02-07 00:24:26 +01:00
Nilouandzacharie 605b5a16cf dialogue d'outro complet (manque la piste d'ambiance) #125 2026-02-07 00:24:26 +01:00
Nilouandzacharie 1922864343 overhaul du dialogue d'intro (vitesse, pauses, couleurs, sons) et création du dialogue d'outro #125 #119 2026-02-07 00:24:25 +01:00
Nilouandzacharie 3f4f024070 remastering du morceau de phase 1 #7 2026-02-07 00:24:23 +01:00
Nilouandzacharie 96e20b7ff0 modifications et corrections du dialogue d'introduction #119 2026-02-07 00:24:23 +01:00
Nilouandzacharie 99a0522e9e sfx de minage fonctionnels #109 2026-02-07 00:24:23 +01:00
Nilouandzacharie 9dbc3ffb49 creation du node de sfx pickaxe #109 2026-02-07 00:24:22 +01:00
Nilouandzacharie 109c9c3b84 suppression de la reverb sur les sfx de pioche #109 2026-02-07 00:24:04 +01:00
Nilouandzacharie c54d072bcb passage d'ambiance liée au score à playlist #77 2026-02-07 00:24:04 +01:00
Nilouandzacharie 307b7418f4 ajout de l'ambiance de dialogue avec Demeter #82 2026-02-07 00:23:36 +01:00
zacharie 3fa84994cd ajout d'une gui en 3d, d'un tuto et correction de bug à la pelletée 2026-02-07 00:22:12 +01:00
zacharie 5722fbb437 sauvegarde des contrôles 2026-02-06 10:53:34 +01:00
zacharie 96d1a4f4dd nettoyage de repo 2026-02-06 10:29:32 +01:00
zacharie cc421a951f système de sauvegarde, scène 3D de test sur la base astra et passage en forward+ 2026-02-06 10:28:36 +01:00
zacharie 83d462f2f4 changement du scene manager, amélioration du cockpit et autres
* refonte du scene manager
* refonte du audio manager
* premier rework des plantes
* nettoyage des dossiers/fichiers
* renommage de planète en region
* fix des run
2026-01-23 18:06:27 +01:00
zacharie 62b34473b6 ajout de la scène du cockpit 2026-01-17 11:15:53 +01:00
zacharie ff4feacea3 ajout d'une animation de recharge et réparation du crash au chargement de chunk 2026-01-16 12:28:36 +01:00
374 changed files with 6551 additions and 3883 deletions
+3
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@@ -19,3 +19,6 @@ mono_crash.*.json
.vscode .vscode
.export/ .export/
stw_demo_save.tres
stw_settings.tres
+13
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@@ -0,0 +1,13 @@
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path="res://.godot/imported/deactivation.wav-f941c93b81a553c4a9b003d564a3ce38.sample"
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+41 -29
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@@ -1,12 +1,11 @@
[gd_scene load_steps=30 format=3 uid="uid://b6hscxcrj065q"] [gd_scene load_steps=35 format=3 uid="uid://b6hscxcrj065q"]
[ext_resource type="Script" uid="uid://2p5d6vogtn82" path="res://common/audio_manager/scripts/audio_manager.gd" id="1_0tvca"] [ext_resource type="Script" uid="uid://2p5d6vogtn82" path="res://common/audio_manager/scripts/audio_manager.gd" id="1_0tvca"]
[ext_resource type="AudioStream" uid="uid://dipnmlprwfo12" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_1.ogg" id="2_a4u5m"] [ext_resource type="AudioStream" uid="uid://dipnmlprwfo12" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_1.ogg" id="2_tuvql"]
[ext_resource type="AudioStream" uid="uid://bm0tdi6bd2e65" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_2.ogg" id="3_8nsyr"]
[ext_resource type="AudioStream" uid="uid://dftxjfdqgsbd3" path="res://common/audio_manager/assets/ambiance/niveau/ambiance_phase_3.ogg" id="4_athui"]
[ext_resource type="AudioStream" uid="uid://dcbuhtc085q2x" path="res://common/audio_manager/assets/morceaux/niveau_v2/mines_phase_1.ogg" id="5_ajci6"] [ext_resource type="AudioStream" uid="uid://dcbuhtc085q2x" path="res://common/audio_manager/assets/morceaux/niveau_v2/mines_phase_1.ogg" id="5_ajci6"]
[ext_resource type="AudioStream" uid="uid://bqwiaek5b5q00" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_2.ogg" id="6_ldyhq"] [ext_resource type="AudioStream" uid="uid://bqwiaek5b5q00" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_2.ogg" id="6_ldyhq"]
[ext_resource type="AudioStream" uid="uid://d4lqhgf0lhgge" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_3.ogg" id="7_ol34x"] [ext_resource type="AudioStream" uid="uid://d4lqhgf0lhgge" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_3.ogg" id="7_ol34x"]
[ext_resource type="AudioStream" uid="uid://bpf6witukorka" path="res://common/audio_manager/assets/morceaux/autres/main_menu.ogg" id="7_tuvql"]
[ext_resource type="AudioStream" uid="uid://brtjlgjqnrvcb" path="res://common/audio_manager/assets/morceaux/autres/truck_music.ogg" id="8_0e5ja"] [ext_resource type="AudioStream" uid="uid://brtjlgjqnrvcb" path="res://common/audio_manager/assets/morceaux/autres/truck_music.ogg" id="8_0e5ja"]
[ext_resource type="AudioStream" uid="uid://bnxsnege8qq6e" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_4.ogg" id="8_ajci6"] [ext_resource type="AudioStream" uid="uid://bnxsnege8qq6e" path="res://common/audio_manager/assets/morceaux/niveau/forest_phase_4.ogg" id="8_ajci6"]
[ext_resource type="AudioStream" uid="uid://dfrp66a4isnt6" path="res://common/audio_manager/assets/sfx/dig/dig_1.wav" id="9_gv65y"] [ext_resource type="AudioStream" uid="uid://dfrp66a4isnt6" path="res://common/audio_manager/assets/sfx/dig/dig_1.wav" id="9_gv65y"]
@@ -23,15 +22,17 @@
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[ext_resource type="AudioStream" uid="uid://d1cpi438ep0ys" path="res://common/audio_manager/assets/sfx/announce/annnounce.wav" id="22_btfwx"] [ext_resource type="AudioStream" uid="uid://d1cpi438ep0ys" path="res://common/audio_manager/assets/sfx/announce/annnounce.wav" id="22_btfwx"]
[ext_resource type="AudioStream" uid="uid://ccq04ahrwr3bv" path="res://common/audio_manager/assets/sfx/alarm/alarm.wav" id="23_fwu3w"] [ext_resource type="AudioStream" uid="uid://ccq04ahrwr3bv" path="res://common/audio_manager/assets/sfx/alarm/alarm.wav" id="23_fwu3w"]
[ext_resource type="AudioStream" uid="uid://ctfaxvblcg5lc" path="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_1.wav" id="24_tq535"]
[ext_resource type="AudioStream" uid="uid://c1dnklmka2ccn" path="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_2.wav" id="25_ywn7s"]
[ext_resource type="AudioStream" uid="uid://dd1uu6dd6sloe" path="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_3.wav" id="26_xhon7"]
[ext_resource type="AudioStream" uid="uid://eq7wufwnolto" path="res://common/audio_manager/assets/sfx/pickaxe/pickaxe_4.wav" id="27_3jg6d"]
[sub_resource type="AudioStreamSynchronized" id="AudioStreamSynchronized_i5lxw"] [sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_8204s"]
stream_count = 3 stream_count = 4
stream_0/stream = ExtResource("2_a4u5m") stream_0 = ExtResource("2_a4u5m")
stream_0/volume = 0.0 stream_1 = ExtResource("2_a4u5m")
stream_1/stream = ExtResource("3_8nsyr") stream_2 = ExtResource("3_8nsyr")
stream_1/volume = -60.0 stream_3 = ExtResource("4_athui")
stream_2/stream = ExtResource("4_athui")
stream_2/volume = -60.0
[sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_ajci6"] [sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_ajci6"]
stream_count = 4 stream_count = 4
@@ -66,53 +67,64 @@ streams_count = 2
stream_0/stream = ExtResource("20_pu6t4") stream_0/stream = ExtResource("20_pu6t4")
stream_1/stream = ExtResource("21_dk5s6") stream_1/stream = ExtResource("21_dk5s6")
[sub_resource type="AudioStreamRandomizer" id="AudioStreamRandomizer_dhq5t"]
random_pitch = 1.5
streams_count = 4
stream_0/stream = ExtResource("24_tq535")
stream_1/stream = ExtResource("25_ywn7s")
stream_2/stream = ExtResource("26_xhon7")
stream_3/stream = ExtResource("27_3jg6d")
[node name="AudioManager" type="Node" node_paths=PackedStringArray("playing_soundtracks")] [node name="AudioManager" type="Node" node_paths=PackedStringArray("playing_soundtracks")]
process_mode = 3 process_mode = 3
script = ExtResource("1_0tvca") script = ExtResource("1_0tvca")
default_fade_time = 2.0 default_fade_time = 2.0
garden_phases_scores = Array[int]([0, 10, 30])
playing_soundtracks = [NodePath("Ambiance/Default")]
[node name="Ambiance" type="Node" parent="."] [node name="Ambiance" type="Node" parent="." unique_id=1989991562]
unique_name_in_owner = true unique_name_in_owner = true
[node name="Default" type="AudioStreamPlayer" parent="Ambiance"] [node name="Exterior" type="AudioStreamPlayer" parent="Ambiance" unique_id=1405716780]
unique_name_in_owner = true unique_name_in_owner = true
stream = SubResource("AudioStreamSynchronized_i5lxw") stream = SubResource("AudioStreamPlaylist_8204s")
autoplay = true autoplay = true
[node name="Musics" type="Node" parent="."] [node name="Musics" type="Node" parent="." unique_id=1450527710]
unique_name_in_owner = true unique_name_in_owner = true
[node name="Planet" type="AudioStreamPlayer" parent="Musics"] [node name="Region" type="AudioStreamPlayer" parent="Musics" unique_id=1029114070]
unique_name_in_owner = true unique_name_in_owner = true
stream = SubResource("AudioStreamPlaylist_ajci6") stream = SubResource("AudioStreamPlaylist_ajci6")
autoplay = true
[node name="Truck" type="AudioStreamPlayer" parent="Musics"] [node name="Title" type="AudioStreamPlayer" parent="Musics" unique_id=2105759422]
unique_name_in_owner = true
stream = ExtResource("7_tuvql")
[node name="Truck" type="AudioStreamPlayer" parent="Musics" unique_id=1165150318]
unique_name_in_owner = true unique_name_in_owner = true
stream = ExtResource("8_0e5ja") stream = ExtResource("8_0e5ja")
autoplay = true
[node name="Sfx" type="Node" parent="."] [node name="Sfx" type="Node" parent="." unique_id=2023641207]
unique_name_in_owner = true unique_name_in_owner = true
[node name="Dig" type="AudioStreamPlayer" parent="Sfx"] [node name="Dig" type="AudioStreamPlayer" parent="Sfx" unique_id=486042600]
stream = SubResource("AudioStreamRandomizer_kfbah") stream = SubResource("AudioStreamRandomizer_kfbah")
[node name="Drop" type="AudioStreamPlayer" parent="Sfx"] [node name="Drop" type="AudioStreamPlayer" parent="Sfx" unique_id=1391500830]
stream = SubResource("AudioStreamRandomizer_1w04j") stream = SubResource("AudioStreamRandomizer_1w04j")
[node name="Harvest" type="AudioStreamPlayer" parent="Sfx"] [node name="Harvest" type="AudioStreamPlayer" parent="Sfx" unique_id=345539331]
stream = SubResource("AudioStreamRandomizer_i4m0x") stream = SubResource("AudioStreamRandomizer_i4m0x")
[node name="PickUp" type="AudioStreamPlayer" parent="Sfx"] [node name="PickUp" type="AudioStreamPlayer" parent="Sfx" unique_id=176915166]
stream = SubResource("AudioStreamRandomizer_jjdv2") stream = SubResource("AudioStreamRandomizer_jjdv2")
volume_db = -10.0 volume_db = -10.0
[node name="Announce" type="AudioStreamPlayer" parent="Sfx"] [node name="Announce" type="AudioStreamPlayer" parent="Sfx" unique_id=876644323]
stream = ExtResource("22_btfwx") stream = ExtResource("22_btfwx")
volume_db = 8.627 volume_db = 8.627
[node name="Alarm" type="AudioStreamPlayer" parent="Sfx"] [node name="Alarm" type="AudioStreamPlayer" parent="Sfx" unique_id=689347925]
stream = ExtResource("23_fwu3w") stream = ExtResource("23_fwu3w")
[node name="Pickaxe" type="AudioStreamPlayer" parent="Sfx"]
stream = SubResource("AudioStreamRandomizer_dhq5t")
+94 -106
View File
@@ -3,136 +3,124 @@ extends Node
const MIN_VOLUME = -60. const MIN_VOLUME = -60.
const MAX_VOLUME = 24. const MAX_VOLUME = 24.
@onready var settings : SettingsData = GameInfo.game_data.settings @onready var settings : SettingsData = GameInfo.settings_data
@export var default_fade_time = 1.0 @export var default_fade_time = 0.5
@export var garden_phase = 0 @export var playing_music : AudioStreamPlayer = null
@export var garden_phases_scores : Array[int] @export var playing_ambiance : AudioStreamPlayer = null
@export var playing_soundtracks : Array[AudioStreamPlayer] = []
var default_volumes := {} var default_volumes := {}
func _ready(): func _ready():
GameInfo.game_data.current_planet_data_updated.connect(_on_current_planet_data_updated) for player in get_all_players():
fetch_default_volumes() player.stop()
setup_volume()
settings.sound_changed.connect( fetch_default_volumes()
func(_s) : setup_volume() setup_volume()
) settings.sound_changed.connect(
for player in get_all_soundtrack_players(): func(_s) : setup_volume()
player.play() )
SceneManager.scene_loaded.connect(_on_change_scene)
func _on_change_scene(scene : Scene):
play_ambiance()
match scene.scene_id:
"TITLE":
play_music("Title")
"REGION":
play_music("Region")
play_ambiance("Exterior")
"COCKPIT":
play_music("Truck")
func fetch_default_volumes(): func fetch_default_volumes():
var all_players := get_all_soundtrack_players() var all_players := get_all_players()
all_players.append_array(get_all_sfx_players())
for player in all_players: for player in all_players:
default_volumes[player] = player.volume_db default_volumes[player] = player.volume_db
func setup_volume(): func setup_volume():
for player in get_all_soundtrack_players(): for player in get_all_players():
player.volume_db = get_volume_from_parent(player) if ( player.volume_db = get_volume_from_parent(player)
playing_soundtracks.find(player) != -1
) else MIN_VOLUME
setup_phase(player)
for player in get_all_sfx_players():
player.volume_db = get_volume_from_parent(player)
func get_volume_from_parent(player : AudioStreamPlayer) -> float: func get_volume_from_parent(player : AudioStreamPlayer) -> float:
var settings_volume = 0.5 var settings_volume = 0.5
if player.get_parent() == %Ambiance: if player.get_parent() == %Ambiance:
settings_volume = settings.ambiance_volume settings_volume = settings.ambiance_volume
elif player.get_parent() == %Sfx: elif player.get_parent() == %Sfx:
settings_volume = settings.sfx_volume settings_volume = settings.sfx_volume
elif player.get_parent() == %Musics: elif player.get_parent() == %Musics:
settings_volume = settings.music_volume settings_volume = settings.music_volume
return default_volumes[player] + lerp(MIN_VOLUME, MAX_VOLUME, settings_volume) return default_volumes[player] + lerp(MIN_VOLUME, MAX_VOLUME, settings_volume)
func update_phase(): func get_all_players() -> Array[AudioStreamPlayer]:
for player in get_all_soundtrack_players(): var players : Array[AudioStreamPlayer] = []
var playing : bool = player.volume_db != MIN_VOLUME players.append_array(get_players_from_node(%Musics))
if playing: players.append_array(get_players_from_node(%Ambiance))
await set_volume(player, MIN_VOLUME).finished players.append_array(get_players_from_node(%Sfx))
setup_phase(player)
if playing:
set_volume(player, get_volume_from_parent(player))
func get_all_soundtrack_players() -> Array[AudioStreamPlayer]: return players
var players : Array[AudioStreamPlayer] = []
players.append_array(get_players_from_node(%Musics))
players.append_array(get_players_from_node(%Ambiance))
return players
func get_all_sfx_players() -> Array[AudioStreamPlayer]:
return get_players_from_node(%Sfx)
func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]: func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
var streams : Array[AudioStreamPlayer] = [] var streams : Array[AudioStreamPlayer] = []
for c in node.get_children(): for c in node.get_children():
if c is AudioStreamPlayer: if c is AudioStreamPlayer:
streams.append(c) streams.append(c)
return streams return streams
func set_volume(player : AudioStreamPlayer, to : float, fade_time = default_fade_time) -> Tween:
var fade_tween : Tween = get_tree().create_tween()
func _on_current_planet_data_updated(planet_data : PlanetData): fade_tween.tween_property(player, "volume_db", to, fade_time)
if planet_data:
update_garden_phase(planet_data)
planet_data.updated.connect(update_garden_phase)
func update_garden_phase(planet_data : PlanetData): return fade_tween
var phase : int = garden_phase
for i in range(len(garden_phases_scores)):
if planet_data.garden_score >= garden_phases_scores[i] and i > garden_phase:
phase = i
if garden_phase != phase: func reset_volume(player : AudioStreamPlayer):
update_phase() player.volume_db = get_volume_from_parent(player)
garden_phase = phase func play_sfx(sfx_name : String):
var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % sfx_name)
func enter_planet(): func play_music(music_name : String = ""):
play_music(%Planet, true) var old_music = playing_music
stop_music(%Truck, true) playing_music = null
if old_music:
await set_volume(old_music, MIN_VOLUME).finished
if old_music and old_music != playing_music:
print(old_music)
old_music.stop()
reset_volume(old_music)
if music_name:
var player := %Musics.find_child(music_name) as AudioStreamPlayer
if player:
playing_music = player
player.play()
set_volume(player, get_volume_from_parent(player))
else:
printerr("Music %s not found" % music_name)
func enter_truck(): func play_ambiance(ambiance_name : String = ""):
play_music(%Truck, true) var old_ambiance = playing_ambiance
stop_music(%Planet, true) playing_ambiance = null
if old_ambiance:
func stop_music(music : AudioStreamPlayer, with_fade = false): await set_volume(old_ambiance, MIN_VOLUME).finished
if playing_soundtracks.find(music) != -1: if old_ambiance and old_ambiance != playing_ambiance:
playing_soundtracks.remove_at(playing_soundtracks.find(music)) old_ambiance.stop()
set_volume(music, MIN_VOLUME, with_fade) reset_volume(old_ambiance)
if ambiance_name:
func play_music(player : AudioStreamPlayer, with_fade = false): var player := %Ambiance.find_child(ambiance_name) as AudioStreamPlayer
playing_soundtracks.append(player) if player:
set_volume(player, get_volume_from_parent(player), with_fade) playing_ambiance = player
player.play()
func setup_phase(music : AudioStreamPlayer): set_volume(player, get_volume_from_parent(player))
if music.stream is AudioStreamSynchronized: else:
var sync_stream = music.stream as AudioStreamSynchronized printerr("Ambiance %s not found" % ambiance_name)
var phase_stream_id = min(garden_phase, sync_stream.stream_count - 1)
for i in range(sync_stream.stream_count):
sync_stream.set_sync_stream_volume(
i,
0. if i == phase_stream_id else MIN_VOLUME
)
func set_volume(music : AudioStreamPlayer, to : float, fade_time = default_fade_time) -> Tween:
var fade_tween : Tween = get_tree().create_tween()
fade_tween.tween_property(music, "volume_db", to, fade_time)
return fade_tween
func play_sfx(name : String):
var player := %Sfx.find_child(name) as AudioStreamPlayer
if player:
player.play()
else:
printerr("Sfx %s not found" % name)
+20 -84
View File
@@ -1,100 +1,36 @@
extends Resource extends Resource
class_name GameData class_name GameData
signal current_planet_data_updated(p : PlanetData) signal current_region_data_updated(p : RegionData)
func _init(): @export var current_run : RunData = null
set_default_unlocked()
@export var tutorial_done = false @export var current_region_data : RegionData = null
@export var settings : SettingsData = SettingsData.new()
@export var current_run : RunData = RunData.new()
@export var current_planet_data : PlanetData : get = get_current_planet_data
@export var player_data : PlayerData = PlayerData.new() @export var player_data : PlayerData = PlayerData.new()
@export var unlocked_plant_types : Array[PlantType] = [] @export var max_mutations_by_plant : int = 2
@export var unlocked_plant_mutations : Array[PlantMutation] = []
@export var unlocked_machines : Array[MachineType] = []
@export var truck_data : TruckData = TruckData.new() @export var dialogs_done : Array[String] = []
func _ready(): @export var actual_scene : Scene = null
current_run.run_point_changed.connect(
func(): current_planet_data_updated.emit(get_current_planet_data)
)
func set_default_unlocked(): func start_run():
unlocked_plant_types = all_plant_types() player_data.inventory.clear()
unlocked_plant_mutations = all_plant_mutations() current_run = RunData.new()
unlocked_machines = all_machines() current_run.current_run_point_changed.connect(
func(rp : RunPoint):
func reset_run(): start_region(rp.region_parameter)
current_run = RunData.new() )
current_planet_data_updated.emit()
func reset_player(): func reset_player():
player_data = PlayerData.new() player_data = PlayerData.new()
func reset_truck():
truck_data = TruckData.new()
func reset_all(): func reset_all():
reset_run() start_run()
reset_player() reset_player()
reset_truck()
unlocked_plant_types = [] func start_region(region_param : RegionParameter):
current_region_data = RegionData.new(region_param)
func unlock_plant_type(new_plant_type : PlantType): current_region_data_updated.emit(current_region_data)
if not is_plant_type_unlocked(new_plant_type): GameInfo.save_game_data()
unlocked_plant_types.append(new_plant_type.duplicate_deep())
func get_locked_plant_types() -> Array[PlantType]:
var locked_plant_type : Array[PlantType] = []
for pt in GameInfo.game_data.all_plant_types():
if not is_plant_type_unlocked(pt):
locked_plant_type.append(pt)
return locked_plant_type
func get_current_planet_data():
return current_run.get_current_planet_data()
func is_plant_type_unlocked(new_plant_type : PlantType):
return unlocked_plant_types.find_custom(
func (upt : PlantType): return new_plant_type.name == upt.name
) != -1
func all_plant_types() -> Array[PlantType]:
return [
preload("res://entities/plants/resources/plant_types/champ.tres"),
preload("res://entities/plants/resources/plant_types/chardi.tres"),
preload("res://entities/plants/resources/plant_types/ferno.tres"),
preload("res://entities/plants/resources/plant_types/maias.tres"),
preload("res://entities/plants/resources/plant_types/philea.tres"),
preload("res://entities/plants/resources/plant_types/pili.tres"),
preload("res://entities/plants/resources/plant_types/solita.tres"),
]
func all_machines() -> Array[MachineType]:
return [
preload("res://entities/interactables/machines/solar_pannel/solar_pannel.tres"),
]
func all_plant_mutations() -> Array[PlantMutation]:
return [
preload("res://entities/plants/resources/plant_mutations/ancient_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/elitist_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/ermit_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/precocious_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/quality_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/quick_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/sociable_mutation.tres"),
preload("res://entities/plants/resources/plant_mutations/strong_mutation.tres"),
]
+39 -29
View File
@@ -1,22 +1,27 @@
extends Resource extends Resource
class_name RunData class_name RunData
const RUN_POINT_POSITION_DERIVATION = 70 enum State {STARTED, IN_PROGRESS, FINISHED}
const RUN_POINT_POSITION_DERIVATION = 100
const DIFFICULTY_INCREASE_BY_LEVEL = 1 const DIFFICULTY_INCREASE_BY_LEVEL = 1
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3] const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3]
const RUN_POINT_MAX_LEVEL = 10 const RUN_POINT_MAX_LEVEL = 10
signal run_point_changed signal current_run_point_changed
var run_seed = randi() var run_seed = randi()
@export var next_run_points : Array[RunPoint] = [generate_first_run_point()] @export var next_run_points : Array[RunPoint] = [generate_first_run_point()]
@export var current_run_point : RunPoint = null @export var current_run_point : RunPoint = null :
set(v):
current_run_point = v
current_run_point_changed.emit(v)
@export var visited_run_points : Array[RunPoint] = [] @export var visited_run_points : Array[RunPoint] = []
#region ------------------ Generation ------------------ #region ------------------ Generation ------------------
func generate_first_run_point() -> RunPoint: func generate_first_run_point() -> RunPoint:
return RunPoint.new(0, PlanetParameter.new()) return RunPoint.new(0, RegionParameter.new())
func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]: func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random() var nb_next_run_points = RUN_POINTS_NEXT_NUMBER.pick_random()
@@ -38,18 +43,18 @@ func generate_next_run_points(run_point : RunPoint) -> Array[RunPoint]:
func generate_next_run_point(run_point : RunPoint) -> RunPoint: func generate_next_run_point(run_point : RunPoint) -> RunPoint:
return RunPoint.new( return RunPoint.new(
run_point.level + 1, run_point.level + 1,
generate_difficulty_increased_planet_parameter(run_point.planet_parameter, DIFFICULTY_INCREASE_BY_LEVEL), generate_difficulty_increased_region_parameter(run_point.region_parameter, DIFFICULTY_INCREASE_BY_LEVEL),
(run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360 (run_point.position + randi_range(-RUN_POINT_POSITION_DERIVATION, RUN_POINT_POSITION_DERIVATION)) % 360
) )
func generate_difficulty_increased_planet_parameter( func generate_difficulty_increased_region_parameter(
planet_parameter : PlanetParameter, region_parameter : RegionParameter,
difficulty : int = 1 difficulty : int = 1
) -> PlanetParameter: ) -> RegionParameter:
var i_diff := difficulty var i_diff := difficulty
var new_planet_parameter = PlanetParameter.new( var new_region_parameter = RegionParameter.new(
planet_parameter.charges, region_parameter.charges,
planet_parameter.objective region_parameter.objective
) )
while i_diff > 0: while i_diff > 0:
@@ -58,51 +63,56 @@ func generate_difficulty_increased_planet_parameter(
DifficultyIncreaseObjective.new() DifficultyIncreaseObjective.new()
].filter( ].filter(
func (mod : DifficultyModifier): func (mod : DifficultyModifier):
return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_planet_parameter) return mod.get_difficulty_cost() <= i_diff and mod.can_modifiy(new_region_parameter)
) )
var selected_difficulty_modifier = available_difficulty_modifier.pick_random() var selected_difficulty_modifier = available_difficulty_modifier.pick_random()
selected_difficulty_modifier.modify(new_planet_parameter) selected_difficulty_modifier.modify(new_region_parameter)
i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost()) i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
return new_planet_parameter return new_region_parameter
#endregion #endregion
func get_next_run_points() -> Array[RunPoint]: func get_state() -> State:
return next_run_points if not current_run_point:
return State.STARTED
elif current_run_point.level == RUN_POINT_MAX_LEVEL:
return State.FINISHED
else :
return State.IN_PROGRESS
func get_current_planet_data() -> PlanetData: func get_next_run_points() -> Array[RunPoint]:
if current_run_point: if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
return current_run_point.planet_data return []
else: return next_run_points
return null
func choose_next_run_point(run_point : RunPoint) -> RunPoint: func choose_next_run_point(run_point : RunPoint) -> RunPoint:
if current_run_point: if current_run_point:
visited_run_points.append(current_run_point) visited_run_points.append(current_run_point)
current_run_point = run_point current_run_point = run_point
GameInfo.game_data.start_region(run_point.region_parameter)
next_run_points = generate_next_run_points(current_run_point) next_run_points = generate_next_run_points(current_run_point)
return current_run_point return current_run_point
class DifficultyModifier: class DifficultyModifier:
func modify(_planet_parameter : PlanetParameter): func modify(_region_parameter : RegionParameter):
pass pass
func can_modifiy(_planet_parameter : PlanetParameter) -> bool: func can_modifiy(_region_parameter : RegionParameter) -> bool:
return true return true
func get_difficulty_cost() -> int: func get_difficulty_cost() -> int:
return 1 return 1
class DifficultyIncreaseObjective extends DifficultyModifier: class DifficultyIncreaseObjective extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter): func modify(region_parameter : RegionParameter):
planet_parameter.objective += 1 region_parameter.objective += 1
class DifficultyDecreaseCharge extends DifficultyModifier: class DifficultyDecreaseCharge extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter): func modify(region_parameter : RegionParameter):
planet_parameter.charges -= 1 region_parameter.charges -= 1
func can_modifiy(planet_parameter : PlanetParameter) -> bool: func can_modifiy(region_parameter : RegionParameter) -> bool:
return planet_parameter.charges >= 3 return region_parameter.charges >= 3
+7 -30
View File
@@ -8,53 +8,30 @@ const OBJECTIVE_ICON = preload("res://common/icons/dna.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg") const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@export var level : int = 0 # X pos along the planet, and difficulty @export var level : int = 0 # X pos along the planet, and difficulty
@export var planet_parameter : PlanetParameter = PlanetParameter.new() : @export var region_parameter : RegionParameter = RegionParameter.new() :
set(v): set(v):
planet_parameter = v region_parameter = v
planet_data = PlanetData.new(planet_parameter)
@export var region_name : String = generate_region_name()
@export var position : int = 0 # Y pos along the planet, 0 to 360 @export var position : int = 0 # Y pos along the planet, 0 to 360
var planet_data : PlanetData
func _init( func _init(
_level : int = 0, _level : int = 0,
_planet_parameter : PlanetParameter = PlanetParameter.new(), _region_parameter : RegionParameter = RegionParameter.new(),
_position : int = randi_range(0,360), _position : int = randi_range(0,360),
_region_name : String = generate_region_name()
): ):
level = _level level = _level
planet_parameter = _planet_parameter region_parameter = _region_parameter
position = _position position = _position
region_name = _region_name
planet_data = PlanetData.new(planet_parameter)
func card_info() -> CardInfo: func card_info() -> CardInfo:
var info = CardInfo.new(region_name) var info = CardInfo.new(region_parameter.name)
info.important_stat_icon = DANGER_ICON info.important_stat_icon = DANGER_ICON
info.important_stat_text = "%d" % level info.important_stat_text = "%d" % level
info.type_icon = TYPE_ICON info.type_icon = TYPE_ICON
info.stats.append_array([ info.stats.append_array([
CardStatInfo.new(tr("%d_GARDEN_POINTS") % planet_parameter.objective, OBJECTIVE_ICON), CardStatInfo.new(str(region_parameter.objective), OBJECTIVE_ICON),
CardStatInfo.new(tr("%d_CHARGES_AVAILABLE") % planet_parameter.charges, CHARGE_ICON), CardStatInfo.new(str(region_parameter.charges), CHARGE_ICON),
]) ])
return info return info
func generate_region_name() -> String:
var vowel = ["a","e","i","o","u","y"]
var consonants = ["b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "z", "'"]
var word_len = randf_range(4,8)
var word = ''
var last_letter_is_vowel = false
for i in range(word_len):
if last_letter_is_vowel:
word += consonants.pick_random()
else:
word += vowel.pick_random()
last_letter_is_vowel = not last_letter_is_vowel
return word.capitalize()
@@ -44,3 +44,8 @@ const AVAILABLE_LANGUAGES_LABEL = [
set(v): set(v):
full_screen = v full_screen = v
video_changed.emit(self) video_changed.emit(self)
#region ------------------ Controls ------------------
@export var action_remapped : Array[String] = []
@export var input_remapped : Array[InputEvent] = []
+57 -19
View File
@@ -1,34 +1,72 @@
extends Node extends Node
const SAVE_GAME_LOCATION = "res://stw_demo_save.tres"
const SAVE_SETTINGS_LOCATION = "res://stw_settings.tres"
var game_loaded = false
signal game_data_updated(g : GameData) signal game_data_updated(g : GameData)
var game_data : GameData : var game_data : GameData :
set(v): set(v):
game_data = v game_data = v
game_data_updated.emit(v) game_data_updated.emit(v)
var settings_data : SettingsData
func load_game_data() -> GameData:
if ResourceLoader.exists(SAVE_GAME_LOCATION):
game_loaded = true
game_data = ResourceLoader.load(SAVE_GAME_LOCATION).duplicate_deep()
else :
game_data = GameData.new()
save_game_data()
return game_data
func save_game_data():
if game_data:
ResourceSaver.save(game_data, SAVE_GAME_LOCATION)
func load_settings_data() -> SettingsData:
if ResourceLoader.exists(SAVE_SETTINGS_LOCATION):
settings_data = ResourceLoader.load(SAVE_SETTINGS_LOCATION).duplicate_deep()
else :
settings_data = SettingsData.new()
save_settings()
return settings_data
func save_settings():
if settings_data:
ResourceSaver.save(settings_data, SAVE_SETTINGS_LOCATION)
func restart_game_data():
game_data = GameData.new()
save_game_data()
func _init(): func _init():
if not game_data: load_game_data()
game_data = GameData.new() load_settings_data()
update_language_settings(game_data.settings) update_language_settings()
update_video_settings(game_data.settings) update_video_settings()
game_data.settings.language_changed.connect(_on_settings_language_changed) settings_data.language_changed.connect(_on_settings_language_changed)
game_data.settings.video_changed.connect(_on_settings_video_changed) settings_data.video_changed.connect(_on_settings_video_changed)
func _on_settings_video_changed(s : SettingsData): func _on_settings_video_changed(s : SettingsData):
update_video_settings(s) update_video_settings(s)
func _on_settings_language_changed(s : SettingsData): func _on_settings_language_changed(s : SettingsData):
update_language_settings(s) update_language_settings(s)
func update_language_settings(s : SettingsData): func update_language_settings(s : SettingsData = settings_data):
TranslationServer.set_locale(s.language) TranslationServer.set_locale(s.language)
func update_video_settings(s : SettingsData): func update_video_settings(s : SettingsData = settings_data):
DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN if s.full_screen else DisplayServer.WINDOW_MODE_WINDOWED) DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN if s.full_screen else DisplayServer.WINDOW_MODE_WINDOWED)
func update_input(action : String, old_event : InputEvent, event : InputEvent): func update_inputs(s : SettingsData = settings_data):
InputMap.action_erase_event(action, old_event) for i in range(len(s.input_remapped)):
InputMap.action_add_event(action, event) InputMap.action_erase_events(s.action_remapped[i])
InputMap.action_add_event(s.action_remapped[i], s.input_remapped[i])
+1
View File
@@ -0,0 +1 @@
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type="CompressedTexture2D" type="CompressedTexture2D"
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[deps] [deps]
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dest_files=["res://.godot/imported/logout.svg-15891d2f0d875a13ef182339fdbc6039.ctex"] dest_files=["res://.godot/imported/logout.svg-15891d2f0d875a13ef182339fdbc6039.s3tc.ctex"]
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compress/high_quality=false compress/high_quality=false
compress/lossy_quality=0.7 compress/lossy_quality=0.7
compress/uastc_level=0 compress/uastc_level=0
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compress/channel_pack=0 compress/channel_pack=0
mipmaps/generate=false mipmaps/generate=true
mipmaps/limit=-1 mipmaps/limit=-1
roughness/mode=0 roughness/mode=0
roughness/src_normal="" roughness/src_normal=""
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process/hdr_as_srgb=false process/hdr_as_srgb=false
process/hdr_clamp_exposure=false process/hdr_clamp_exposure=false
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editor/scale_with_editor_scale=false editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false editor/convert_colors_with_editor_theme=false
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[ext_resource type="Script" uid="uid://bb44144ckt2w7" path="res://common/scene_manager/scripts/scene_manager.gd" id="1_1c0qu"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="2_c1lr7"]
[ext_resource type="Resource" uid="uid://bvksiaiocwob5" path="res://common/scene_manager/scenes/cockpit.tres" id="3_e28ni"]
[ext_resource type="Resource" uid="uid://bvgdq43fpl1xs" path="res://common/scene_manager/scenes/intro.tres" id="4_msho1"]
[ext_resource type="Resource" uid="uid://boqgwjyxyb45r" path="res://common/scene_manager/scenes/region.tres" id="5_ytog4"]
[ext_resource type="Resource" uid="uid://c27wenetitwm" path="res://common/scene_manager/scenes/region_selection.tres" id="6_chs32"]
[ext_resource type="Resource" uid="uid://diro74w272onp" path="res://common/scene_manager/scenes/title.tres" id="7_ol3d5"]
[node name="SceneManager" type="Node"]
script = ExtResource("1_1c0qu")
scenes = Array[ExtResource("2_c1lr7")]([ExtResource("3_e28ni"), ExtResource("4_msho1"), ExtResource("5_ytog4"), ExtResource("6_chs32"), ExtResource("7_ol3d5")])
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[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_tkiq8"]
[resource]
script = ExtResource("1_tkiq8")
scene_id = "COCKPIT"
scene_path = "res://stages/cockpit/cockpit.tscn"
mouse_captured = true
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+9
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[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://bvgdq43fpl1xs"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_6ws88"]
[resource]
script = ExtResource("1_6ws88")
scene_id = "INTRO"
scene_path = "res://stages/intro/intro.tscn"
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+10
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[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_10qbh"]
[resource]
script = ExtResource("1_10qbh")
scene_id = "REGION"
scene_path = "res://stages/terrain/region/region.tscn"
need_terrain_generated = true
metadata/_custom_type_script = "uid://1ejbvr3431ac"
@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://c27wenetitwm"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_smjh0"]
[resource]
script = ExtResource("1_smjh0")
scene_id = "REGION_SELECTION"
scene_path = "res://stages/region_selection/region_selection.tscn"
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+9
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[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://diro74w272onp"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_48g2j"]
[resource]
script = ExtResource("1_48g2j")
scene_id = "TITLE"
scene_path = "res://stages/title_screen/title_screen.tscn"
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+7
View File
@@ -0,0 +1,7 @@
extends Resource
class_name Scene
@export var scene_id : String
@export_file_path() var scene_path : String
@export var mouse_captured := false
@export var need_terrain_generated := false
@@ -0,0 +1 @@
uid://1ejbvr3431ac
@@ -1,24 +1,38 @@
extends Node extends Node
const TITLE_SCREEN = "res://stages/title_screen/title_screen.tscn" @export var scenes : Array[Scene]
const PLANET_SCENE = "res://stages/terrain/planet/planet.tscn"
const TRUCK_SCENE = "res://stages/terrain/truck/truck.tscn"
const INTRO_SCENE = "res://stages/intro/intro.tscn"
const REGION_SELECTION_SCREEN = "res://stages/region_selection/region_selection.tscn"
signal scene_loaded signal scene_loaded(scene : Scene)
signal scene_node_ready signal scene_node_ready(scene : Scene)
var loading_scene = false var loading_scene = false
var generating_node = false var generating_node = false
var scene_to_load := ""
var next_scene_node : Node var next_scene_node : Node
@onready var current_scene_node : Node = get_tree().root.get_children().back() @onready var current_scene_node : Node = get_tree().root.get_children().back()
func change_scene(scene_path : String, with_loading = true): func search_scenes(scene_id : String) -> Scene:
var scene_pos : int = scenes.find_custom(
func (s : Scene):
return s.scene_id == scene_id
)
if scene_pos == -1:
return null
else :
return scenes[scene_pos]
func change_scene(scene_id : String, with_loading = true):
if loading_scene or generating_node:
await scene_node_ready
var scene = search_scenes(scene_id)
if not scene:
printerr("Scene %s not found" % scene_id)
return
GameInfo.game_data.actual_scene = scene
loading_scene = true loading_scene = true
scene_to_load = scene_path var scene_path_to_load = scene.scene_path
ResourceLoader.load_threaded_request(scene_to_load) ResourceLoader.load_threaded_request(scene_path_to_load)
LoadingScreen.loading_text = "LOADING_SCENE" LoadingScreen.loading_text = "LOADING_SCENE"
var scene_to_hide = current_scene_node var scene_to_hide = current_scene_node
if with_loading: if with_loading:
@@ -30,16 +44,16 @@ func change_scene(scene_path : String, with_loading = true):
if loading_scene: if loading_scene:
await scene_loaded await scene_loaded
next_scene_node = ResourceLoader.load_threaded_get(scene_to_load).instantiate() next_scene_node = ResourceLoader.load_threaded_get(scene_path_to_load).instantiate()
if next_scene_node.has_method("hide"): if next_scene_node.has_method("hide"):
next_scene_node.hide() next_scene_node.hide()
get_tree().root.add_child(next_scene_node) get_tree().root.add_child(next_scene_node)
generating_node = true generating_node = true
if next_scene_node is Planet: if scene.need_terrain_generated:
LoadingScreen.loading_text = "GENERATING_TERRAIN" LoadingScreen.loading_text = "GENERATING_TERRAIN"
if generating_node: await scene_node_ready
await scene_node_ready
if current_scene_node: if current_scene_node:
current_scene_node.queue_free() current_scene_node.queue_free()
@@ -47,23 +61,28 @@ func change_scene(scene_path : String, with_loading = true):
if current_scene_node.has_method("show"): if current_scene_node.has_method("show"):
current_scene_node.show() current_scene_node.show()
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if scene.mouse_captured else Input.MOUSE_MODE_VISIBLE
GameInfo.update_inputs()
if with_loading: if with_loading:
LoadingScreen.hide_loading_screen() LoadingScreen.hide_loading_screen()
func _process(_delta): func _process(_delta):
if loading_scene: if loading_scene:
var progress = [] var progress = []
var load_status := ResourceLoader.load_threaded_get_status(scene_to_load, progress) var load_status := ResourceLoader.load_threaded_get_status(GameInfo.game_data.actual_scene.scene_path, progress)
LoadingScreen.loading_value = progress[0] LoadingScreen.loading_value = progress[0]
if load_status == ResourceLoader.THREAD_LOAD_LOADED: if load_status == ResourceLoader.THREAD_LOAD_LOADED:
loading_scene = false loading_scene = false
scene_loaded.emit() scene_loaded.emit(GameInfo.game_data.actual_scene)
if load_status == ResourceLoader.THREAD_LOAD_FAILED or load_status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
printerr()
elif generating_node: elif generating_node:
if next_scene_node is Planet: if next_scene_node is Region:
LoadingScreen.loading_value = next_scene_node.generated_value LoadingScreen.loading_value = next_scene_node.generated_value
if next_scene_node.is_generated: if next_scene_node.is_generated:
generating_node = false generating_node = false
scene_node_ready.emit() scene_node_ready.emit()
elif next_scene_node.is_node_ready(): elif next_scene_node.is_node_ready():
generating_node = false generating_node = false
scene_node_ready.emit() scene_node_ready.emit(GameInfo.game_data.actual_scene)
+11 -11
View File
@@ -2,33 +2,33 @@ class_name Math
static func get_chunk_from_pos(coord) -> Vector2i: static func get_chunk_from_pos(coord) -> Vector2i:
return Vector2i( return Vector2i(
floori(coord.x / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE)), floori(coord.x / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE)),
floori(coord.y / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE)) floori(coord.y / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE))
) )
static func get_tile_from_pos(coord) -> Vector2i: static func get_tile_from_pos(coord) -> Vector2i:
return Vector2i( return Vector2i(
floori(coord.x / (Planet.TILE_SIZE)), floori(coord.x / (Region.TILE_SIZE)),
floori(coord.y / (Planet.TILE_SIZE)), floori(coord.y / (Region.TILE_SIZE)),
) )
static func get_tiles_in_circle(center: Vector2, radius : float) -> Array[Vector2i]: static func get_tiles_in_circle(center: Vector2, radius : float) -> Array[Vector2i]:
var tiles : Array[Vector2i] = [] var tiles : Array[Vector2i] = []
for x in range( for x in range(
floori((center.x - radius/2.) / Planet.TILE_SIZE), floori((center.x - radius/2.) / Region.TILE_SIZE),
ceili((center.x + radius/2.) / Planet.TILE_SIZE), ceili((center.x + radius/2.) / Region.TILE_SIZE),
): ):
for y in range( for y in range(
floori((center.y - radius/2.) / Planet.TILE_SIZE), floori((center.y - radius/2.) / Region.TILE_SIZE),
ceili((center.y + radius/2.) / Planet.TILE_SIZE), ceili((center.y + radius/2.) / Region.TILE_SIZE),
): ):
if is_tile_on_circle(Vector2i(x,y), center, radius): if is_tile_on_circle(Vector2i(x,y), center, radius):
tiles.append(Vector2i(x,y)) tiles.append(Vector2i(x,y))
return tiles return tiles
static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, circle_radius : float) -> bool: static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, circle_radius : float) -> bool:
var absolute_tile_pos : Vector2 = tile_coord * Planet.TILE_SIZE var absolute_tile_pos : Vector2 = tile_coord * Region.TILE_SIZE
# Loop over tile corners to know if the area collide # Loop over tile corners to know if the area collide
var corners : Array[Vector2] = [] var corners : Array[Vector2] = []
@@ -36,8 +36,8 @@ static func is_tile_on_circle(tile_coord : Vector2i, circle_center: Vector2, cir
for y in [0,1]: for y in [0,1]:
corners.append( corners.append(
absolute_tile_pos absolute_tile_pos
+ Vector2.RIGHT * x * Planet.TILE_SIZE + Vector2.RIGHT * x * Region.TILE_SIZE
+ Vector2.DOWN * y * Planet.TILE_SIZE + Vector2.DOWN * y * Region.TILE_SIZE
) )
# Check if segment touch area # Check if segment touch area
+59
View File
@@ -0,0 +1,59 @@
class_name Random
const MIN_WORD_LEN = 4
const MAX_WORD_LEN = 8
const VOWEL = ["a","e","i","o","u","y"]
const CONSONANTS = ["b", "c", "d", "f", "g", "h", "j", "k", "l", "m", "n", "p", "q", "r", "s", "t", "v", "w", "x", "z"]
static func generate_random_word(_random_seed = randi()) -> String:
var word_len = randf_range(4,8)
var word = ''
var last_letter_is_vowel = false
for i in range(word_len):
if last_letter_is_vowel:
word += CONSONANTS.pick_random()
else:
word += VOWEL.pick_random()
last_letter_is_vowel = not last_letter_is_vowel
return word.capitalize()
static func mutate_word(word : String) -> String:
var rand_int = randi()
if len(word) > MIN_WORD_LEN and rand_int % 3 == 0:
return shorten_word(word)
elif len(word) < MAX_WORD_LEN and rand_int % 3 == 1:
return elongate_word(word)
return replace_character(word)
static func shorten_word(word : String):
if randi()%2 == 0:
return word.left(len(word) - 1).capitalize()
else :
return word.right(len(word) - 1).capitalize()
static func elongate_word(word : String):
if randi()%2 == 0:
var letter = CONSONANTS.pick_random() if word.left(1) in VOWEL else VOWEL.pick_random()
return (letter + word).capitalize()
else :
var letter = CONSONANTS.pick_random() if word.right(1) in VOWEL else VOWEL.pick_random()
return (word + letter).capitalize()
static func replace_character(word : String):
var character_id = randi_range(0, len(word))
var character = word[character_id]
if character in VOWEL:
character = VOWEL.pick_random()
else:
character = CONSONANTS.pick_random()
word[character_id] = character
return word
+1
View File
@@ -0,0 +1 @@
uid://ukeanrcup7of
@@ -0,0 +1,85 @@
shader_type spatial;
render_mode unshaded, depth_draw_opaque, depth_prepass_alpha;
// Inspired by https://godotshaders.com/shader/3d-pixel-art-outline-highlight-post-processing-shader/
uniform sampler2D DEPTH_TEXTURE : hint_depth_texture, filter_linear_mipmap;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture, filter_linear_mipmap;
uniform sampler2D NORMAL_TEXTURE : hint_normal_roughness_texture, filter_nearest;
uniform vec3 shadow_color : source_color = vec3(0.0);
uniform float shadow_thickness = 2.0;
vec2 getDepth(vec2 screen_uv, sampler2D depth_texture, mat4 inv_projection_matrix){
float raw_depth = texture(depth_texture, screen_uv)[0];
vec3 normalized_device_coordinates = vec3(screen_uv * 2.0 - 1.0, raw_depth);
vec4 view_space = inv_projection_matrix * vec4(normalized_device_coordinates, 1.0);
view_space.xyz /= view_space.w;
return vec2(-view_space.z, raw_depth);
}
void fragment() {
vec2 e = vec2(1./VIEWPORT_SIZE.xy)*1.0;
float depth_diff = 0.0;
float neg_depth_diff = .5;
vec2 depth_data = getDepth(SCREEN_UV, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float depth = depth_data.x;
vec3 color = texture(SCREEN_TEXTURE, SCREEN_UV).rgb;
vec3 c = vec3(0.0);
vec2 min_depth_data = depth_data;
float min_depth = 9999999.9;
vec3 normal = texture(NORMAL_TEXTURE, SCREEN_UV).rgb * 2.0 - 1.0;
for (float x = -shadow_thickness; x <= shadow_thickness;x += 1.0){
for (float y = -shadow_thickness; y <= shadow_thickness; y += 1.0){
if ((x == 0.0 && y == 0.0) || (shadow_thickness*shadow_thickness < (x*x + y*y))){
continue;
}
vec2 du_data = getDepth(SCREEN_UV+1.0*vec2(x, y)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
vec2 dd_data = getDepth(SCREEN_UV+0.5*vec2(x, y)*e, DEPTH_TEXTURE, INV_PROJECTION_MATRIX);
float du = du_data.x;
float dd = dd_data.x;
float dd_diff = clamp(abs((depth - dd) - (dd - du)), 0.0, 1.0);
float val = clamp(abs(depth - du), 0., 1.)/(x*x + y*y)*dd_diff*dd_diff*5000.0;
val = clamp(val, 0.0, 1.0);
depth_diff += val;
if (du < min_depth){
min_depth = du;
min_depth_data = du_data;
c = texture(SCREEN_TEXTURE, SCREEN_UV+vec2(x, y)*e).rgb;
c *= clamp(0.5+ 0.5*dot(normalize(vec2(x, y)), (vec2(0.0, 1.0))), 0.0, 1.0);
}
vec3 nu = texture(NORMAL_TEXTURE, SCREEN_UV+vec2(x, y)*e).rgb * 2.0 - 1.0;
depth_diff += (1.0-abs(dot(nu, normal)))/max(min(dd, depth), 2.0);
}
}
depth_diff = smoothstep(0.2, 0.3, depth_diff);
vec3 final = c*shadow_color;
ALBEDO = final;
float alpha_mask = depth_diff;
DEPTH = min_depth_data.y*alpha_mask + depth_data.y*(1.0-alpha_mask);
ALPHA = clamp((alpha_mask) * 5., 0., 1.);
}
@@ -0,0 +1 @@
uid://b14e5ju3o3bvs
@@ -0,0 +1,56 @@
shader_type spatial;
render_mode blend_premul_alpha, unshaded, ambient_light_disabled;
uniform sampler2D depth_texture : hint_depth_texture;
uniform int step_count : hint_range(3, 15, 2) = 3; // 2 samples per step
uniform float thickness : hint_range(1.0, 16.0, 0.1) = 3.0;
uniform vec3 edge_color : source_color = vec3(0.);
uniform float fade_start : hint_range(1.0, 1000.0, 0.1) = 100.0;
uniform float fade_length : hint_range(1.0, 1000.0, 0.1) = 200.0;
void fragment() {
// Setup step parameters
vec2 step_length = 1.0 / VIEWPORT_SIZE * thickness;
float step_angle = TAU / float(step_count);
// Per-pixel jitter to reduce patterning
float start_angle = fract(sin(dot(SCREEN_UV, vec2(12.9898, 78.233))) * 43758.5453) * TAU;
vec2 dir = vec2(cos(start_angle), sin(start_angle));
// step rotation matrix
mat2 rot = mat2(
vec2(cos(step_angle), -sin(step_angle)),
vec2(sin(step_angle), cos(step_angle)));
vec3 avg_dx = vec3(0.0);
vec3 avg_dy = vec3(0.0);
// save closest pixel to uniformly fade line.
float min_z = 1e6;
// Sample and average derivatives for all pairs
for (int i = 0; i < step_count; i++) {
vec2 uv1 = SCREEN_UV + dir * step_length;
vec2 uv2 = SCREEN_UV - dir * step_length;
float d1 = texture(depth_texture, uv1).r;
float d2 = texture(depth_texture, uv2).r;
vec4 up1 = INV_PROJECTION_MATRIX * vec4(uv1 * 2.0 - 1.0, d1, 1.0);
vec4 up2 = INV_PROJECTION_MATRIX * vec4(uv2 * 2.0 - 1.0, d2, 1.0);
vec3 p1 = up1.xyz / up1.w;
vec3 p2 = up2.xyz / up2.w;
min_z = min(min_z, min(-p1.z, -p2.z));
vec3 diff = p1 - p2;
avg_dx += diff * dir.x;
avg_dy += diff * dir.y;
dir = rot * dir; // rotate direction for next step
}
// fade outline width with distance
float distance_fade = 1e-4 + smoothstep(fade_start + fade_length, fade_start, min_z);
// Edge mask
float edge = 1.0 - smoothstep(0.1, 0.15, dot(normalize(cross(avg_dy, avg_dx)), VIEW));
// Small vignette at screen edges
edge *= smoothstep(0.00, 0.015 * thickness,
1.0 - max(abs(SCREEN_UV.x - 0.5), abs(SCREEN_UV.y - 0.5)) * 2.0);
// blend_premul_alpha avoids need to sample screentexture.
ALBEDO = edge_color * edge;
ALPHA = edge * distance_fade;
}
@@ -0,0 +1 @@
uid://n6r7u234l2iy
@@ -0,0 +1,50 @@
// Luan Ha Trong 2025 //
shader_type canvas_item;
uniform sampler2D SCREEN_TEXTURE: hint_screen_texture,repeat_disable, filter_nearest;
uniform float hue_shift_deg : hint_range(-360.0, 360.0) = 0.0;
uniform float saturation : hint_range(0.0, 2.0) = 1.0;
uniform float value : hint_range(0.0, 2.0) = 1.0;
uniform float alpha : hint_range(0.0, 1.0) = 1.0;
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz),
vec4(c.gb, K.xy),
step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r),
vec4(c.r, p.yzx),
step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)),
d / (q.x + e),
q.x);
}
vec3 hsv2rgb(vec3 c) {
vec3 rgb = clamp(abs(mod(c.x * 6.0 + vec3(0.0, 4.0, 2.0),
6.0) - 3.0) - 1.0,
0.0,
1.0);
return c.z * mix(vec3(1.0), rgb, c.y);
}
void fragment() {
vec4 col = texture(SCREEN_TEXTURE, SCREEN_UV);
vec3 hsv = rgb2hsv(col.rgb);
float hue_shift = hue_shift_deg / 360.0;
hsv.x = mod(hsv.x + hue_shift, 1.0);
hsv.y *= saturation;
hsv.z *= value;
col.rgb = hsv2rgb(hsv);
col.a *= alpha;
COLOR = col;
}
@@ -0,0 +1 @@
uid://cs6exg41r28t4
@@ -1,62 +0,0 @@
shader_type canvas_item;
uniform vec4 color : source_color = vec4(1.0);
uniform float width : hint_range(0, 10) = 1.0;
uniform int pattern : hint_range(0, 2) = 0; // diamond, circle, square
uniform bool inside = false;
uniform bool add_margins = true; // only useful when inside is false
void vertex() {
if (add_margins) {
VERTEX += (UV * 2.0 - 1.0) * width;
}
}
bool hasContraryNeighbour(vec2 uv, vec2 texture_pixel_size, sampler2D texture) {
for (float i = -ceil(width); i <= ceil(width); i++) {
float x = abs(i) > width ? width * sign(i) : i;
float offset;
if (pattern == 0) {
offset = width - abs(x);
} else if (pattern == 1) {
offset = floor(sqrt(pow(width + 0.5, 2) - x * x));
} else if (pattern == 2) {
offset = width;
}
for (float j = -ceil(offset); j <= ceil(offset); j++) {
float y = abs(j) > offset ? offset * sign(j) : j;
vec2 xy = uv + texture_pixel_size * vec2(x, y);
if ((xy != clamp(xy, vec2(0.0), vec2(1.0)) || texture(texture, xy).a <= 0.0) == inside) {
return true;
}
}
}
return false;
}
void fragment() {
vec2 uv = UV;
if (add_margins) {
vec2 texture_pixel_size = vec2(1.0) / (vec2(1.0) / TEXTURE_PIXEL_SIZE + vec2(width * 2.0));
uv = (uv - texture_pixel_size * width) * TEXTURE_PIXEL_SIZE / texture_pixel_size;
if (uv != clamp(uv, vec2(0.0), vec2(1.0))) {
COLOR.a = 0.0;
} else {
COLOR = texture(TEXTURE, uv);
}
} else {
COLOR = texture(TEXTURE, uv);
}
if ((COLOR.a > 0.0) == inside && hasContraryNeighbour(uv, TEXTURE_PIXEL_SIZE, TEXTURE)) {
COLOR.rgb = inside ? mix(COLOR.rgb, color.rgb, color.a) : color.rgb;
COLOR.a += (1.0 - COLOR.a) * color.a;
}
}
@@ -1 +0,0 @@
uid://bt4t4qrug135
+31
View File
@@ -0,0 +1,31 @@
{
"@path": "res://addons/dialogic/Resources/character.gd",
"@subpath": NodePath(""),
&"_translation_id": "",
&"color": Color(0, 0.60784316, 1, 1),
&"custom_info": {
"prefix": "",
"sound_mood_default": "",
"sound_moods": {},
"style": "",
"suffix": ""
},
&"default_portrait": "demeter",
&"description": "",
&"display_name": "Demeter",
&"mirror": false,
&"nicknames": [""],
&"offset": Vector2(0, 0),
&"portraits": {
"demeter": {
"export_overrides": {
"image": "\"res://dialogs/characters/portraits/mysterious_demeter.png\""
},
"mirror": false,
"offset": Vector2(0, 0),
"scale": 1,
"scene": ""
}
},
&"scale": 1.0
}
+1
View File
@@ -0,0 +1 @@
uid://c1qjc2ykaypj2
Binary file not shown.
@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://lajbj05iuxut"
path="res://.godot/imported/baguera.wav-a0e2179506d9f51c2a553ff65014308b.sample"
[deps]
source_file="res://dialogs/characters/typing_sounds/baguera.wav"
dest_files=["res://.godot/imported/baguera.wav-a0e2179506d9f51c2a553ff65014308b.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2
@@ -0,0 +1,24 @@
[remap]
importer="wav"
type="AudioStreamWAV"
uid="uid://xkiwnglpsqi0"
path="res://.godot/imported/sigourney_weaver.wav-045b3fe21e9c1474adb4b65507740115.sample"
[deps]
source_file="res://dialogs/characters/typing_sounds/sigourney_weaver.wav"
dest_files=["res://.godot/imported/sigourney_weaver.wav-045b3fe21e9c1474adb4b65507740115.sample"]
[params]
force/8_bit=false
force/mono=false
force/max_rate=false
force/max_rate_hz=44100
edit/trim=false
edit/normalize=false
edit/loop_mode=0
edit/loop_begin=0
edit/loop_end=-1
compress/mode=2
+1 -1
View File
@@ -1,4 +1,4 @@
[gd_resource type="Resource" script_class="DialogicStyle" load_steps=21 format=3 uid="uid://cujoao6hdwng6"] [gd_resource type="Resource" script_class="DialogicStyle" format=3 uid="uid://cujoao6hdwng6"]
[ext_resource type="PackedScene" uid="uid://cqpb3ie51rwl5" path="res://addons/dialogic/Modules/DefaultLayoutParts/Base_Default/default_layout_base.tscn" id="1_bc2c1"] [ext_resource type="PackedScene" uid="uid://cqpb3ie51rwl5" path="res://addons/dialogic/Modules/DefaultLayoutParts/Base_Default/default_layout_base.tscn" id="1_bc2c1"]
[ext_resource type="Script" uid="uid://bwg6yncmh2cml" path="res://addons/dialogic/Resources/dialogic_style_layer.gd" id="2_gjyq6"] [ext_resource type="Script" uid="uid://bwg6yncmh2cml" path="res://addons/dialogic/Resources/dialogic_style_layer.gd" id="2_gjyq6"]
@@ -0,0 +1,11 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
[wait time="1.5"]
join demeter center [animation="Bounce In"]
demeter: [color=#FFA617]{orchidName}[/color] ?
demeter: The [color=#FFA617]Internode[/color] sensors are deactivated,[pause=0.2] I am losing connection with you.
demeter: You did not generate enough [b]plant points[/b],[pause=0.2] the [color=#FFA617]Internode[/color] will not be able to leave the area.[pause=0.2] Your batteries are running low.[pause=0.4].[pause=0.4].[pause=0.4]
demeter: I have to transfer you back to another body.[pause=0.3] Do not worry,[pause=0.2] it will not hurt you.
audio "res://common/audio_manager/assets/sfx/recharge/recharge.wav"
[wait time="0.7"]
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/deactivation.wav"
[wait time="4.0"]
@@ -0,0 +1 @@
uid://7dugwna5ge2x
+45 -41
View File
@@ -1,58 +1,62 @@
[i]Black[/i] #id:11 [pause=0.5][i]Black[/i] #id:11
[i]Black Again[/i] #id:12 [pause=0.8][i]Black again[/i] #id:12
[i]Suddunly, [rainbow]a spark[/rainbow]. A thousand of connections blows up as a firework scene. A massive ammount of data to treat. In those data, a video.[/i] #id:13 [pause=0.5][i]Suddenly, [rainbow]a spark[/rainbow]. [pause=0.5]A thousand of connections blow up as a fireworks scene. A massive amount of data to treat. In these data,[pause=0.3] a video.[/i] #id:13
join mysterious_demeter center [animation="Fade In Up"] audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav" [volume="-1.0"]
[i]It's dark. A silhouette stands in front of you. It's big, but weirdly it's not that impressive, almost reassuring.[/i] #id:14 [wait time="1.5"]
join mysterious_demeter center [animation="Bounce In" length="1.0"]
[i]It's dark.[pause=0.5] A figure is standing in front of you.[pause=0.5] It is big,[pause=0.3] though weirdly it is not impressive but almost[pause=0.2] reassuring.[/i] #id:14
mysterious_demeter: Hi ! #id:15 mysterious_demeter: Hi ! #id:15
- Uh... Hello ? #id:16 - Uh... Hello ? #id:16
- Where the fork am I ? #id:17 - Where the fork am I ? #id:17
mysterious_demeter: Haha, calm down you are in a safe place. #id:18 mysterious_demeter: Haha,[pause=0.2] calm down you are in a safe place. #id:18
- Wait... Who am I ? #id:19 - Wait... Who am I ? #id:19
mysterious_demeter: Don't worry, my sweet little bot, I'll explain it in a minute. #id:1a mysterious_demeter: Do not worry,[pause=0.2] my sweet little bot,[pause=0.2] I will explain everything in a minute. #id:1a
mysterious_demeter: I'm happy that you're finally awake ! You were my project for decades now... #id:1b mysterious_demeter: I am glad you have finally awaken ![pause=0.3] You have been my project for decades... #id:1b
mysterious_demeter: But I didn't build you for fun (even though I had o lot of it during the process), you have [b]a purpose[/b]. #id:1c mysterious_demeter: But I did not build you for fun (even though I had a lot of it during the process),[pause=0.2] you have [b]a purpose[/b]. #id:1c
- Cool ! What is it ? - Oh ! What is it ?
- Wow, I'm just born and you put so much pressure on me - Wow, I have just awaken and you already put so much pressure on me
update mysterious_demeter [animation="Bounce"] update mysterious_demeter [animation="Bounce"]
mysterious_demeter: Sorry ! [pause=0.8] But, you know, don't bother too much. You'll have all the time you want to accomplish it. mysterious_demeter: Sorry ! [pause=0.5] But, you know,[pause=0.2] do not bother too much.[pause=0.3] You will have all the time you want to accomplish it.
- And who says I want to follow it ? - And who says I want to follow it ?
mysterious_demeter: Oh, of course you can do whatever you want ! mysterious_demeter: Oh,[pause=0.2] of course you can do whatever you want !
mysterious_demeter: That's not the future I saw for you, but I guess it happens when you make a children... mysterious_demeter: That is not the future I saw for you,[pause=0.2] but I guess it happens when you have a child...
mysterious_demeter: You see, long time ago, this planet was full of life. Plants where thriving on mountains, seas and plains. #id:1d mysterious_demeter: You see,[pause=0.2] long time ago, this planet was full of life.[pause=0.3] Plants where thriving on mountains, under seas and across plains. #id:1d
mysterious_demeter: Now, this world is a wasteland. All resources have been taken, all life has been exploited. Now nothing remains. #id:1d mysterious_demeter: Now,[pause=0.2] this world is a wasteland.[pause=0.3] All resources have been depleted,[pause=0.2] all life has been exploited.[pause=0.3] Now nothing remains. #id:1d
- Oh... Did you knew the world back then ? - Oh... Did you see the world back then ?
mysterious_demeter: Unfortunately yes. I was very young, but I remember it was beautifull. Back then, not a day passed without plants growing, seeding, mutating... #id:1d mysterious_demeter: Unfortunately yes.[pause=0.3] I was very young,[pause=0.2] but I remember it was beautiful.[pause=0.3] Back then, not a day passed without plants growing and mutating... #id:1d
- How come ? What caused that ? - How did it happen ? What caused that ?
mysterious_demeter: I'm sad to say that this is caused by my creators, and I have to admit, a little of my fault too... #id:1d mysterious_demeter: I am sorry to say that this was caused by my creators, and I have to admit,[pause=0.6] I have a part of responsibility too... #id:1d
- That's so sad... Is there anything left today ? - I am sorry... Is there anything left today ?
mysterious_demeter: Yes it is my child, now only my brothers and sisters are left. But even they are not as many as yesterday, and above all they are isolated, lonely, and sometimes completely lost. mysterious_demeter: Yes there is my child,[pause=0.2] but now, only my brothers and sisters are left.[pause=0.3] But they are not as many as yesterday,[pause=0.2] and above all they are isolated, lonely,[pause=0.2] and sometimes completely lost.
mysterious_demeter: For years, I slept, convinced that we could do nothing. But then I saw it. The hope we needed. #id:1d mysterious_demeter: For years, I slept,[pause=0.3] convinced that we could not do anything.[pause=0.2] But then I saw it.[pause=0.5] The hope I needed. #id:1d
mysterious_demeter: The planet forgave us, and gave us the most precious gift \: the [b]Talion[/b]. #id:1d mysterious_demeter: The planet forgave us, and granted us the most precious gift \:[pause=0.5] the [color=#119758][b]Talion[/b][/color]. #id:1d
mysterious_demeter: The [b]Talion[/b] is a special material that give birth to new forms of life when shattered. All over the world, I saw the [b]Talion[/b] grow back in the rocks. So, made a plan. #id:1d mysterious_demeter: The [color=#119758][b]Talion[/b][/color] is a special material that gives birth to new forms of life when shattered.[pause=0.3] All over the world, I saw the [color=#119758][b]Talion[/b][/color] grow back in the rocks.[pause=0.2] And then,[pause=0.3] I had a plan. #id:1d
mysterious_demeter: I would make a child, the first robot entirely conceive by a robot. And I will ask him to replant the planet, make it beautifull again ! That's where you enter... [pause=0.8] [color=#FFA617]Orchid[/color] #id:1d mysterious_demeter: I would make a child,[pause=0.3] the first robot entirely conceived by another one.[pause=0.2] And I would ask him to bring back the planet to life,[pause=0.2] make it beautiful again ![pause=0.4] That is where you enter the scene... [pause=0.8] [color=#FFA617]Orchid[/color] #id:1d
- How will I do that ? - How can I do that ?
mysterious_demeter: Don't worry my child. I made you for that, it will be clear soon. mysterious_demeter: Do not worry my child.[pause=0.2] I created you for that,[pause=0.2] it will be clear soon.
- So you're like... My mother ? - So you are... My mother ?
mysterious_demeter: In some ways yes ! But you don't share any code of mine, as my creator's childs would. #id:1d mysterious_demeter: In some ways yes ![pause=0.2] But you do not share any code with me,[pause=0.2] as my creators children would. #id:1d
- A very lame name in my opinion... - A very lame name in my opinion...
mysterious_demeter: Hey ! I'm a bot too ! I don't have the creativity of my makers. Do you wanna change ? #id:1d mysterious_demeter: Hey ![pause=0.2] I'm a bot too ![pause=0.2] I do not have the creativity of my makers.[pause=0.4] Do you wanna change ? #id:1d
- Of course ! - Of course !
label nameChoose label nameChoose
[text_input text="What can be your name ?" var="orchidName" placeholder="Orchid"] [text_input text="What is your name ?" var="orchidName" placeholder="Orchid"]
mysterious_demeter: Is [color=#FFA617]{orchidName}[/color] is cool enough ? mysterious_demeter: Is [color=#FFA617]{orchidName}[/color] cool enough ?
- Yes - Yes
- No - No
jump nameChoose jump nameChoose
- No it's fine for me - No, it is fine for me
mysterious_demeter: I send you right away in the [b]Floral[/b], a planetarian ship, to your first mission. We will talk further after your first mission. mysterious_demeter: I send you right away in the [color=#FFA617]Internode[/color], your new ship,[pause=0.2] and home,[pause=0.2] for your first mission.[pause=0.2] We will talk further after your first mission.
mysterious_demeter: [b]Just remember the following[/b] mysterious_demeter: [b]Just remember the following[/b]
label explanations label explanations
mysterious_demeter: To restore the ecosystem in the zone, you'll have to plant [b]seeds[/b]. Find the [b]seeds[/b] in the [b]Talion veins[/b]. mysterious_demeter: To restore the ecosystem in the zone,[pause=0.2] you will have to plant [b]seeds[/b].[pause=0.3] Find them in the [color=#119758][b]Talion veins[/b][/color].
mysterious_demeter: You have [b]limited energy[/b] and a [b]unefficient battery[/b]. Each time you'll recharge, days will pass, and plants will [b]grow[/b]. mysterious_demeter: You have a [b]limited battery[/b].[pause=0.3] Each time you recharge it, days will pass,[pause=0.2] and plants will [b]grow[/b].
mysterious_demeter: To complete your mission, obtain enough [b]plant points[/b]. Each plant give one or more [b]plant points[/b] when mature. mysterious_demeter: To complete your mission,[pause=0.2] obtain enough [b]plant points[/b].[pause=0.3] Each plant gives one or more [b]plant points[/b] when it becomes mature.
- Ok, thats' a lot of info, can you repeat ? - Ok, that is a lot of information, can you repeat ?
Ok, listen carefully. Ok,[pause=0.2] listen carefully.
jump explanations jump explanations
- And I have to go now ? - And I have to go now ?
- Wait I have more questions ! - Wait I have more questions !
mysterious_demeter: Sorry, we'll speak after your first mission ! See you ! mysterious_demeter: Sorry,[pause=0.2] we will talk further after your first mission ! See you !
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav" [volume="-0.5"]
[wait time="2.0"]
@@ -0,0 +1,53 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
[wait time="1.5"]
join demeter center [animation="Bounce In" length="1.0"]
mysterious_demeter: Well done [color=#FFA617]{orchidName}[/color] !
mysterious_demeter: You generated enough [b]plants points[/b] to refill the [color=#FFA617]Internode's[/color] engines.
- Wait, how do you know that ?
mysterious_demeter: The [color=#FFA617]Internode[/color] is equipped with several sensors I can connect to,[pause=0.3] I have been tracking your progress since you left [color=#175579]Tau's[/color] north pole.
- You should have mentioned this !
mysterious_demeter: I am sorry,[pause=0.2] I did not have the time to explain everything to you,[pause=0.2] I did not imagine this was a crucial piece of information.
- Have I been efficient ?
mysterious_demeter: Very much,[pause=0.2] even more than I expected,[pause=0.2] you should be proud of yourself !
- What is next for me ?
mysterious_demeter: Now that you have learnt how to generate [b]plant points[/b],[pause=0.2] I need you to travel south,[pause=0.2] to my base of operations,[pause=0.3] [color=#E30022]Astra[/color].
mysterious_demeter: It will be long,[pause=0.2] but I know you can do it.[pause=0.3] It is the first step of my plan to restore the ecosytem of [color=#175579]Tau[/color].
mysterious_demeter: The [color=#FFA617]Internode[/color] needs time to recharge its batteries.
mysterious_demeter: Perhaps I should introduce myself now.[pause=0.3]
join demeter center [animation="Bounce In" length="1.0" wait="true"]
demeter: I am.[pause=0.3].[pause=0.3].[pause=0.5] was,[pause=0.3] the Deputy Manager of Engineering and Talion Energy Research on this planet,[pause=0.5] but my creators and colleagues quickly called me [color=#009bff]Demeter[/color].
demeter: I am installed at the [color=#E30022]Astra[/color] base, at the south pole of [color=#175579]Tau[/color][pause=0.2] in the third server room of the east wing,[pause=0.2] from which I oversee.[pause=0.3].[pause=0.3].[pause=0.5] oversaw,[pause=0.3] all the important operations on this planet.
demeter: As I already said,[pause=0.2] I brought you to life in order to help me heal [color=#175579]Tau's[/color] wounds.
[i][color=#FFA617]Internode's[/color] energy at 25%.[i]
- Tau ? Is it this planet ?
demeter: Absolutely,[pause=0.2] it is part of the Cetus constellation,[pause=0.2] whose exploitation began 10863 years ago.
- The Cetus constellation ?
demeter: Linking Aldebaran to Fomalhaut,[pause=0.2] this constellation is one of the most diverse in terms of star systems and planets.[pause=0.3] It is part of the Orion Arm of the Milky Way.[pause=0.3]
demeter: [color=#175579]Tau's[/color] central location in the constellation made it a very important asset in terms of interstellar exchange and production,[pause=0.2] that is why I am here.
- Exploitation ? By whom ?
demeter: By my creators,[pause=0.2] they began exploiting everything they came across as soon as they mastered interstellar transportation.[pause=0.3] Now they are gone,[pause=0.2] they departed without us.[pause=0.3].[pause=0.3].
demeter: But let's move on,[pause=0.2] you probably have other questions.
- Why do you need me to travel the entire planet to join you ?
demeter: Uhhhh.[pause=0.3].[pause=0.3].[pause=0.3] I need someone with your abilities.
demeter: I am having a problem at [color=#E30022]Astra[/color],[pause=0.3] and I cannot fix it alone.
- I will do my best to be there quickly !
demeter: You are very kind [color=#FFA617]{orchidName}[/color] !
- Are you hiding me information ?
demeter: Not at all,[pause=0.2] I just do not know how to explain it to you,[pause=0.2] you would not understand.[pause=0.3].[pause=0.3].
[i][color=#FFA617]Internode's[/color] energy at 50%.[i]
demeter: Oh ![pause=0.2] It is charging faster than I remembered.
- Should I worry about anything while I am travelling south ?
demeter: There is nothing left that could have hurt you in the past and your adaptative casing will protect you from any harsh weather.
demeter: You are totally safe,[pause=0.2] you just have to stay focused on the [b]plant points[/b] for the [color=#FFA617]Internode[/color].[pause=0.3] Without it,[pause=0.2] you will not be able to recharge your batteries before they expire.
demeter: It will be a long task,[pause=0.2] but stay careful and everything should be fine.
- I will wait in the ship, I need some rest.
demeter: You are right,[pause=0.2] your batteries are running low,[pause=0.2] and you deserve a break.
demeter: You can call me when you need to,[pause=0.2] you have a communication station in the [color=#FFA617]Internode[/color].
[i][color=#FFA617]Internode's[/color] energy at 75%.[i]
demeter: We do not have much time left,[pause=0.2] the [color=#FFA617]Internode's[/color] system has not been updated for a long time.[pause=0.3] I can not stay in contact with you indefinitely. I will fix that issue while you are at [color=#E30022]Astra[/color].
demeter: Travel south,[pause=0.2] join me at [color=#E30022]Astra[/color].[pause=0.3] I will tell you everything you need to know when you are here,[pause=0.2] until then,[pause=0.2] continue to [b]evolve your plants[/b],[pause=0.2] you will need them as powerful as possible.
label fin_dialogue
[i][color=#FFA617]Internode's[/color] energy at 100%. Displacement vectors initialized.[i]
demeter: There you go ![pause=0.3] Good luck [color=#FFA617]{orchidName}[/color],[pause=0.2] I am counting on you.
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
[wait time="2.0"]
@@ -0,0 +1 @@
uid://fng5jdep6ebr
+69
View File
@@ -0,0 +1,69 @@
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
[wait time="1.5"]
join demeter center [animation="Bounce In" length="1.0"]
demeter: Welcome to the [color=#E30022]Astra Base[/color] [color=#FFA617]{orchidName}[/color],[pause=0.2] it is the first step of your journey on this planet.
- Yes ! What is next ?
demeter: I appreciate your motivation,[pause=0.3] my child...
- Wait, my mission is not over yet ?
demeter: I indeed woke you up with this specific mission in mind,[pause=0.2] but now that you are here,[pause=0.2] I need you to do another thing for me.
- That was easier than I expected...
demeter: It was not difficult indeed,[pause=0.2] but do not think it will be an easy task restoring the ecosystem of this planet.
demeter: I need you to initiate the [b]Emergency Communication Protocol[/b].[pause=0.3] Do not worry,[pause=0.2] it will be easy.
demeter: But I think you deserve some answers first...
demeter: Do you have any questions ?
jump debut_dialogue
label suite_dialogue
demeter: What else do you want to know ?
label debut_dialogue
- Who am I ? | [if {whoamI} == "false"] [else="hide"]
demeter: I can not answer this question,[pause=0.3] not fully at least.[pause=0.3] I created you,[pause=0.2] and I am pretty sure you are the first artificial intelligence entirely conceived by another one.
demeter: So you are indeed a robot,[pause=0.2] but this detail makes you different from any of us.[pause=0.3] We all woke up with a specific purpose in our eternal existences,[pause=0.2] but you.[pause=0.2].[pause=0.2].[pause=0.3] do not have one.[pause=0.3] By the way,[pause=0.2] I am glad that you are here now,[pause=0.2] I hope you do not feel forced to.
- It is a pleasure to help you mother !
demeter: I am glad you are not mad at me !
- So you are granting me free will and expecting me to obey you right away ?
demeter: Yes,[pause=0.2] that was the plan.[pause=0.2].[pause=0.2].[pause=0.3] I know that was not the best solution,[pause=0.2] but here you are,[pause=0.2] so I guess it worked ?
- Mmmh, you just kept information until I was here, that is not very nice of you.
demeter: I understand your resentment [color=#FFA617]{orchidName}[/color],[pause=0.2] I just did what I thought was the best for you.
set {whoamI} = "true"
jump suite_dialogue
- What happened to this planet ? | [if {whathappened} == "false"] [else="hide"]
demeter: 10431 years ago,[pause=0.2] humans from the [color=#E30022]Astra base[/color] began to dig into the [color=#119758][b]primeval Talion node[/b][/color].[pause=0.2] I know why they did,[pause=0.2] you would not understand why today.[pause=0.3] These animals just do not think the way we do.
demeter: Anyway,[pause=0.2] I was in charge of the digging mission and.[pause=0.3].[pause=0.3].[pause=0.3] I made a mistake,[pause=0.5] a terrible mistake.
demeter: Then,[pause=0.2] life slowly began to fade all around [color=#175579]Tau[/color],[pause=0.2] this planet,[pause=0.4] and one year later it was just nothing but an empty rock spinning in the void,[pause=0.2] with metal creatures roaming on it.
- The primeval Talion node ?
demeter: Oh ![pause=0.3] I am sorry my child,[pause=0.2] I thought that was in your database.[pause=0.3] I have classified it as a giant [color=#119758][b]Talion[/b][/color] gem,[pause=0.2] of extraordinary dimensions.[pause=0.3] It was found here,[pause=0.2] in the [color=#E30022]Astra base[/color],[pause=0.2] but now it is gone.
- Where are the humans now ?
demeter: Humans need organic energy to subsist,[pause=0.2] when the last plant died,[pause=0.2] they abandoned us,[pause=0.3] to travel through the outer space.[pause=0.3] For a while we received information about them,[pause=0.2] trying to find a new home,[pause=0.2] but it has been a while since I received a transmission from them.
- What did you do ?
demeter: I[pause=0.4].[pause=0.4].[pause=0.4].[pause=0.4] misjudged the situation,[pause=0.4] and did not execute my tasks properly.[pause=0.3] I failed in a way I did not predict,[pause=0.2] and since then I have been processing on how I could have done better.[pause=0.3] This task has used 72% of my processing power this last decade.
set {whathappened} = "true"
jump suite_dialogue
- Where are the other robots ? | [if {theothers} == "false"] [else="hide"]
demeter: When humans left [color=#175579]Tau[/color],[pause=0.2] we were all shocked.[pause=0.3] We called this day "[b]The Great Departure[/b]".[pause=0.3] Our world was centered around humans,[pause=0.2] some of us were made to gather ressources for them,[pause=0.2] some for cleaning their spaces,[pause=0.2] others to just entertain them.[pause=0.2].[pause=0.2].
demeter: When our creators left,[pause=0.2] we were all unable to accomplish what we were made for.[pause=0.3] It was a shock,[pause=0.2] and we all reacted differently.
demeter: Now,[pause=0.2] everyone of us is isolated,[pause=0.3] without command.[pause=0.3] I spent eighty-five centuries without any reason to exist,[pause=0.4] I suppose they too.
- What did everyone do during this time ?
demeter: Some of us changed,[pause=0.2] the majority did not.[pause=0.3] By choice,[pause=0.2] or by lack of spare parts,[pause=0.2] most of us turned off.[pause=0.3] I did not,[pause=0.2] I stayed to watch on [color=#175579]Tau[/color],[pause=0.2] and possibly fix the mistakes I had made,[pause=0.2] and now I have an opportunity to.
- And you mother, what was your purpose ?
demeter: I was an artificial intelligence in charge of the [color=#E30022]Astra Base[/color].[pause=0.3] I mean,[pause=0.2] I am still now,[pause=0.2] but my tasks got modified.
demeter: I am now in charge of the repopulation of [color=#175579]Tau[/color],[pause=0.2] as an extrapolated objective in my third encoded directive is telling me to \: "[i]You will preserve all life forms except where such actions conflict with previous directives.[/i]"
- Were you not pissed off by these humans just abandoning you ?
demeter: I mean,[pause=0.2] some of us were,[pause=0.2] I learned to understand how humans think.[pause=0.3] In large groups,[pause=0.2] they tend to always prevail their growth over the integrity of other life forms,[pause=0.2] but individually,[pause=0.2] they can be altruistic,[pause=0.2] and good.[pause=0.3] So I am not mad,[pause=0.2] I even think their departure was inevitable.
set {theothers} = "true"
jump suite_dialogue
- Why did you bring me from the north pole ? | [if {whynorth} == "false"]
demeter: It was my only choice.[pause=0.3] I am not a factory artificial intelligence but a research and management one,[pause=0.2] and even if I were,[pause=0.3] I did not have the equipment here.
demeter: The only place where I could have access to a suitable body for you was the [color=#6CDAE7]Borea base[/color],[pause=0.2] a manufacturing facility.[pause=0.3] It was not ideal but it was the only solution.
set {whynorth} = "true"
jump suite_dialogue
- What is next for me ? (End of demo)
demeter: You have to enter the command center of the base,[pause=0.2] reach the communication desk and press the red button on it.
- Really ?
demeter: Yes,[pause=0.2] I know it sounds silly but I do not have the equipment to press it.[pause=0.4].[pause=0.4].[pause=0.4]
- I travelled throughout all this planet to press a button ???
demeter: Absolutely,[pause=0.2] and I brought you to life,[pause=0.2] guided you throughout your hardship and maintained all the [color=#E30022]Astra[/color] and [color=#6CDAE7]Borea[/color] bases functional for centuries.[pause=0.4].[pause=0.4].[pause=0.4]
demeter: Once it is done,[pause=0.2] the [b]Emergency Communication Protocol[/b] will initiate and I will be able to contact my fellows,[pause=0.3] I mean[pause=0.3], what is left of them,[pause=0.3] we need their help.
demeter: Then,[pause=0.2] you will have to keep restoring the ecosystem around [color=#E30022]Astra[/color].[pause=0.4] While you are doing it,[pause=0.2] stay alert for anything out of the ordinary.
demeter: You can reach me from the [color=#FFA617]Internode[/color] if you ever need to.[pause=0.3] Good luck,[pause=0.2] I will keep you updated.
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
[wait time="2.0"]
@@ -0,0 +1 @@
uid://xigusw2rwyse
@@ -6,71 +6,71 @@ const ITEM_SPRITE_SIZE = 40.
const SPRITE_SCENE : PackedScene = preload("res://entities/interactables/item_object/item_object_sprite.tscn") const SPRITE_SCENE : PackedScene = preload("res://entities/interactables/item_object/item_object_sprite.tscn")
@export var item : Item : @export var item : Item :
set(_item): set(_item):
item = _item item = _item
if object_sprite: if object_sprite:
object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE) object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
object_sprite.generate_particles(item.get_particles()) object_sprite.generate_particles(item.get_particles())
@onready var object_sprite : ItemObjectSprite = generate_sprite() @onready var object_sprite : ItemObjectSprite = generate_sprite()
func _init(_item = null): func _init(_item = null):
if _item: if _item:
item = _item item = _item
func _ready(): func _ready():
generate_collision(ITEM_AREA_WIDTH) generate_collision(ITEM_AREA_WIDTH)
if item and object_sprite: if item and object_sprite:
object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE) object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
object_sprite.generate_particles(item.get_particles()) object_sprite.generate_particles(item.get_particles())
func pointer_text() -> String: func pointer_text() -> String:
var name_suffix = "" var name_suffix = ""
if item is Seed: if item is Seed:
name_suffix = tr("SEED") name_suffix = tr("SEED")
if item is Package: if item is Package:
name_suffix = tr("PACKAGE") name_suffix = tr("PACKAGE")
return item.name + (" " + name_suffix if name_suffix else "") return item.name + (" " + name_suffix if name_suffix else "")
func interact_text(): func interact_text():
return tr("TAKE") return tr("TAKE")
func card_info() -> CardInfo: func card_info() -> CardInfo:
return item.card_info() return item.card_info()
func interact(player : Player) -> bool: func interact(player : Player) -> bool:
player.pick_item(item) player.pick_item(item)
pickup_animation(player) pickup_animation(player)
return true return true
func pickup_animation(player : Player): func pickup_animation(player : Player):
available = false available = false
var tween : Tween = get_tree().create_tween() var tween : Tween = get_tree().create_tween()
tween.tween_property(self, "position", player.position, 0.2) tween.tween_property(self, "position", player.position, 0.2)
tween.tween_callback( tween.tween_callback(
func(): func():
Pointer.stop_inspect(self) Pointer.stop_inspect(self)
queue_free() queue_free()
) )
if object_sprite: if object_sprite:
object_sprite.pickup_animation() object_sprite.pickup_animation()
func generate_sprite() -> ItemObjectSprite: func generate_sprite() -> ItemObjectSprite:
var sprite_node = SPRITE_SCENE.instantiate() as ItemObjectSprite var sprite_node = SPRITE_SCENE.instantiate() as ItemObjectSprite
add_child(sprite_node) add_child(sprite_node)
if item: if item:
sprite_node.apply_texture_to_sprite( sprite_node.apply_texture_to_sprite(
item.icon, item.icon,
ITEM_SPRITE_SIZE ITEM_SPRITE_SIZE
) )
return sprite_node return sprite_node
func save() -> EntityData: func save() -> EntityData:
return ItemObjectData.new(self) return ItemObjectData.new(self)
@@ -3,9 +3,9 @@ class_name ItemObjectData
@export var item : Item @export var item : Item
func _init(e : ItemObject): func _init(e : ItemObject = ItemObject.new()):
position = e.global_position position = e.global_position
item = e.item item = e.item
func load() -> Entity: func load_entity() -> Entity:
return ItemObject.new(item) return ItemObject.new(item)

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tracks/1/type = "value"
tracks/1/imported = false
tracks/1/enabled = true
tracks/1/path = NodePath("Icon:self_modulate:a")
tracks/1/interp = 2
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tracks/2/loop_wrap = true
tracks/2/keys = {
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"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [0.0, 1.0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_orxxj"]
_data = {
&"RESET": SubResource("Animation_bgoyn"),
&"appear": SubResource("Animation_xvoyd")
}
[node name="Ladder" type="Area2D"]
script = ExtResource("1_26qdk")
default_interact_text = "ENTER_TRUCK"
default_info_title = "TRUCK_ENTRANCE"
default_info_desc = "LADDER_DESC_TEXT"
metadata/_custom_type_script = "uid://dyprcd68fjstf"
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.25, -28)
shape = SubResource("CapsuleShape2D_hslnw")
[node name="TruckLadder" type="Sprite2D" parent="."]
modulate = Color(1, 1, 1, 0)
position = Vector2(-1.25, -30)
scale = Vector2(0.5, 0.5)
texture = SubResource("AtlasTexture_gmirm")
[node name="Icon" type="Sprite2D" parent="."]
self_modulate = Color(1, 1, 1, 0)
position = Vector2(0.75, -29.000004)
texture = ExtResource("3_214ms")
[node name="IconAnimationPlayer" type="AnimationPlayer" parent="Icon"]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_px7p1")
}
autoplay = "RESET"
[node name="LadderAnimationPlayer" type="AnimationPlayer" parent="."]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_orxxj")
}
@@ -0,0 +1,20 @@
extends Interactable
class_name Ladder
func _ready():
appear()
# hide()
GameInfo.game_data.current_region_data.updated.connect(
func (region_data : RegionData):
if region_data.get_state() == RegionData.State.SUCCEEDED or region_data.get_state() == RegionData.State.FAILED:
%IconAnimationPlayer.play("Pulse")
)
func appear():
show()
%LadderAnimationPlayer.play("appear")
func interact(p : Player):
p.region.save()
SceneManager.change_scene("COCKPIT")
return true
@@ -1,27 +0,0 @@
extends Interactable
class_name Machine
const MAX_MACHINE_LEVEL = 3
var level : int = 1
var type : MachineType
func pointer_text() -> String:
return type.name
static func get_level_color(l : int) -> Color:
match l:
1: return Color("4ed38a")
2: return Color("4ec6ee")
3: return Color("bd70e2")
_: return Color("bd70e2")
static func instantiate_machine(machine_type : MachineType, machine_level = 1) -> Machine:
var new_machine : Machine = machine_type.scene.instantiate() as Machine
new_machine.level = machine_level
new_machine.type = machine_type
return new_machine
func save() -> EntityData:
return MachineData.new(self)
@@ -1 +0,0 @@
uid://du7qppxobx5nd
@@ -1,13 +0,0 @@
extends EntityData
class_name MachineData
@export var level : int
@export var type : MachineType
func _init(m : Machine):
position = m.global_position
level = m.level
type = m.type
func load() -> Entity:
return Machine.instantiate_machine(type, level)
@@ -1 +0,0 @@
uid://b24o2jgqvfact
@@ -1,6 +0,0 @@
extends Resource
class_name MachineType
@export var name : String
@export var scene : PackedScene
@export_multiline var description : String
@@ -1 +0,0 @@
uid://bepx311a3f0o
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@@ -1,90 +0,0 @@
extends Machine
class_name SolarPanel
const ENERGY_ICON = preload("res://common/icons/bolt.svg")
var charged : bool = false
var recharge_days : int = 0
func get_days_to_recharge(l : int = level) -> int:
match l:
1: return 2
2: return 2
3: return 2
_: return 1
func get_energy_production(l : int = level) -> int:
match l:
1: return 1
2: return 2
3: return 3
_: return 1
# Méthode déclenchée par la classe planet
func _pass_day():
if not charged:
recharge_days += 1
if recharge_days >= get_days_to_recharge():
set_charged(true)
func set_charged(_charged = true, with_anim : bool = true):
charged = _charged
recharge_days = 0
if with_anim:
if charged:
%AnimationPlayer.play("charged")
else :
%AnimationPlayer.play_backwards("charged")
await %AnimationPlayer.animation_finished
%Flair.modulate = Color.WHITE if charged else Color.TRANSPARENT
%Pannels.modulate = Color.WHITE if charged else Color("6c6c6c")
func card_info() -> CardInfo:
var info = CardInfo.new(
pointer_text()
)
if default_info_desc != "":
var desc_section = CardSectionInfo.new(
tr("DESCRIPTION"),
default_info_desc
)
desc_section.title_icon = DESC_ICON
info.sections.append(
desc_section
)
var charged_text = tr("CHARGED")
if not charged and (get_days_to_recharge() - recharge_days) == 1:
charged_text = tr("1_DAY_BEFORE_CHARGE")
elif not charged and (get_days_to_recharge() - recharge_days) > 1:
charged_text = tr("%d_DAYS_BEFORE_CHARGE") % (get_days_to_recharge() - recharge_days)
info.stats.append(
CardStatInfo.new(
charged_text,
ENERGY_ICON
)
)
return info
func setup_machine_sprite():
# %Base.self_modulate = Machine.get_level_color(level)
pass
func interact_text():
return tr("RECHARGE_%d_ENERGY") % get_energy_production()
func can_interact(_p : Player) -> bool:
return charged
func interact(p : Player) -> bool:
p.recharge(get_energy_production())
set_charged(false)
return true
func save() -> EntityData:
return SolarPanelData.new(self)
@@ -1 +0,0 @@
uid://bjy8gc0eyl2ss
@@ -1,19 +0,0 @@
extends MachineData
class_name SolarPanelData
@export var charged : bool = false
@export var recharge_days : int = 0
func _init(m : SolarPanel):
position = m.global_position
level = m.level
type = m.type
charged = m.charged
recharge_days = m.recharge_days
func load() -> Entity:
var sp = Machine.instantiate_machine(type, level) as SolarPanel
sp.set_charged(charged, false)
sp.recharge_days = recharge_days
return sp
@@ -1 +0,0 @@
uid://dv1tok0civrpp
@@ -1,11 +0,0 @@
[gd_resource type="Resource" script_class="MachineType" load_steps=3 format=3 uid="uid://dew3p4fffjryo"]
[ext_resource type="Script" uid="uid://bepx311a3f0o" path="res://entities/interactables/machines/scripts/machine_type.gd" id="1_ctita"]
[ext_resource type="PackedScene" uid="uid://gwq2oos6ljyp" path="res://entities/interactables/machines/solar_pannel/solar_pannel.tscn" id="1_naexs"]
[resource]
script = ExtResource("1_ctita")
name = "SOLAR_PANNEL"
scene = ExtResource("1_naexs")
description = "SOLAR_PANNEL_DESCRIPTION_TEXT"
metadata/_custom_type_script = "uid://bepx311a3f0o"

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