46 Commits
Author SHA1 Message Date
Altaezio 981965d8c7 plant-builder working 2026-02-24 14:28:24 +01:00
Altaezio d28e734806 branch rotated + optimization 2026-02-22 00:05:35 +01:00
Altaezio 4ca102966b plant tester + shado assets 2026-02-21 18:40:00 +01:00
Altaezio 35004684f4 working with new sprites 2026-02-20 14:22:13 +01:00
zacharie fb8a2da4ff ajout du détecteur et liaison entre les scènes 2026-02-20 01:00:55 +01:00
zacharie dc1a6686bc modification de la scène de cockpit et ajout de lien entre les scènes 2026-02-19 22:15:38 +01:00
Altaezio fadf0cb769 tools separated in inv 2026-02-15 19:32:21 +01:00
Altaezio f1acb6e3e9 rename to plant_texture_builder 2026-02-15 16:32:29 +01:00
Altaezio 6a1a663020 Merge branch 'plant-builder' 2026-02-15 16:02:17 +01:00
Altaezio e305e3213d texture_builder + growing sprites 2026-02-13 16:49:14 +01:00
Altaezio e6d34a50a5 branches and one texture 2026-02-13 11:18:34 +01:00
zacharie c992950789 Ajout de la cinématique de début et refonte du système audio
Et toujours un peu de correction de bug par ci par là
2026-02-11 21:11:32 +01:00
Altaezio ab5089ad6c plant builder 2026-02-10 20:09:34 +01:00
zacharie 4b8e59ee56 suppression des print de debug et ajout du code des timeline dans l'audio manager 2026-02-07 17:05:48 +01:00
zacharie 9570fd96c2 modification de l'UI en 3D et renommage des particules 2026-02-07 16:41:39 +01:00
zacharie 3a82e8b3c1 réparation de audio manager 2026-02-07 15:02:04 +01:00
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
584 changed files with 13400 additions and 4572 deletions
+3
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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")
[node name="PickUp" type="AudioStreamPlayer" parent="Sfx"]
[node name="PickUp" type="AudioStreamPlayer" parent="Sfx" unique_id=176915166]
stream = SubResource("AudioStreamRandomizer_jjdv2")
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")
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")
[node name="Pickaxe" type="AudioStreamPlayer" parent="Sfx"]
stream = SubResource("AudioStreamRandomizer_dhq5t")
+158 -92
View File
@@ -3,74 +3,143 @@ extends Node
const MIN_VOLUME = -60.
const MAX_VOLUME = 24.
@onready var settings : SettingsData = GameInfo.game_data.settings
const DEFAULT_FADE_TIME : float = 0.5
@export var default_fade_time = 1.0
@onready var settings : SettingsData = GameInfo.settings_data
@export var garden_phase = 0
@export var garden_phases_scores : Array[int]
@export var playing_soundtracks : Array[AudioStreamPlayer] = []
var music_action : AudioAction
var ambiance_action : AudioAction
var playing_music : AudioStreamPlayer = null
var playing_ambiance : AudioStreamPlayer = null
var default_volumes := {}
func _ready():
GameInfo.game_data.current_planet_data_updated.connect(_on_current_planet_data_updated)
for player in get_all_players():
player.stop()
fetch_default_volumes()
setup_volume()
# setup_players_bus()
settings.sound_changed.connect(
func(_s) : setup_volume()
func(_s) : setup_players_bus()
)
for player in get_all_soundtrack_players():
player.play()
SceneManager.scene_loaded.connect(_on_change_scene)
Dialogic.timeline_started.connect(_on_timeline_started)
Dialogic.timeline_ended.connect(_on_timeline_ended)
func _process(_d):
if music_action:
playing_music = process_audio_action(
music_action,
%Musics,
playing_music
)
music_action = null
if ambiance_action:
playing_ambiance = process_audio_action(
ambiance_action,
%Ambiance,
playing_ambiance
)
ambiance_action = null
func process_audio_action(
audio_action : AudioAction,
player_search_node: Node,
current_player: AudioStreamPlayer = null
) -> AudioStreamPlayer:
if audio_action is AudioLaunch:
return process_audio_launch(audio_action, player_search_node, current_player)
elif audio_action is AudioStop and current_player and current_player.playing:
stop_player(current_player)
return null
func process_audio_launch(
audio_launch : AudioLaunch,
player_search_node: Node,
current_player: AudioStreamPlayer = null,
) -> AudioStreamPlayer:
var player = player_search_node.find_child(audio_launch.player_name)
if not player:
printerr("Player %s not found in category %s" % [audio_launch.player_name, player_search_node.name])
return null
if current_player and current_player.playing and current_player.name == audio_launch.player_name:
return current_player
elif current_player:
stop_player(current_player)
start_player(player, audio_launch.from_random_time, audio_launch.fade_time)
return player
func _on_change_scene(scene : Scene):
stop_ambiance()
match scene.scene_id:
"TITLE":
play_music("Title", false, 0.0)
"REGION":
play_music("Region", true)
play_ambiance("Exterior", true)
"COCKPIT":
play_music("Truck", true)
func _on_timeline_started():
var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
# Timeline name et le nom du fichier de timeline, par exemple demeter_intro
# Amuse toi Nilou ;)
func _on_timeline_ended():
_on_change_scene(SceneManager.actual_scene)
func play_music(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
music_action = AudioLaunch.new(
player_name,
from_random_time,
fade_time
)
func stop_music():
music_action = AudioStop.new()
func play_ambiance(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
ambiance_action = AudioLaunch.new(
player_name,
from_random_time,
fade_time
)
func stop_ambiance():
ambiance_action = AudioStop.new()
func fetch_default_volumes():
var all_players := get_all_soundtrack_players()
all_players.append_array(get_all_sfx_players())
var all_players := get_all_players()
for player in all_players:
default_volumes[player] = player.volume_db
func setup_volume():
for player in get_all_soundtrack_players():
player.volume_db = get_volume_from_parent(player) if (
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:
var settings_volume = 0.5
if player.get_parent() == %Ambiance:
settings_volume = settings.ambiance_volume
func setup_players_bus():
for player in get_all_players():
if player.get_parent() == %Musics:
player.bus = (AudioServer.get_bus_name(SettingsData.MUSIC_BUS_ID))
elif player.get_parent() == %Sfx:
settings_volume = settings.sfx_volume
elif player.get_parent() == %Musics:
settings_volume = settings.music_volume
player.bus = (AudioServer.get_bus_name(SettingsData.SFX_BUS_ID))
elif player.get_parent() == %Ambiance:
player.bus = (AudioServer.get_bus_name(SettingsData.AMBIANCE_BUS_ID))
return default_volumes[player] + lerp(MIN_VOLUME, MAX_VOLUME, settings_volume)
func get_volume(player : AudioStreamPlayer) -> float:
return default_volumes[player]
func update_phase():
for player in get_all_soundtrack_players():
var playing : bool = player.volume_db != MIN_VOLUME
if playing:
await set_volume(player, MIN_VOLUME).finished
setup_phase(player)
if playing:
set_volume(player, get_volume_from_parent(player))
func get_all_soundtrack_players() -> Array[AudioStreamPlayer]:
func get_all_players() -> Array[AudioStreamPlayer]:
var players : Array[AudioStreamPlayer] = []
players.append_array(get_players_from_node(%Musics))
players.append_array(get_players_from_node(%Ambiance))
players.append_array(get_players_from_node(%Sfx))
return players
func get_all_sfx_players() -> Array[AudioStreamPlayer]:
return get_players_from_node(%Sfx)
func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
var streams : Array[AudioStreamPlayer] = []
@@ -79,60 +148,57 @@ func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
streams.append(c)
return streams
func _on_current_planet_data_updated(planet_data : PlanetData):
if planet_data:
update_garden_phase(planet_data)
planet_data.updated.connect(update_garden_phase)
func update_garden_phase(planet_data : PlanetData):
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:
update_phase()
garden_phase = phase
func enter_planet():
play_music(%Planet, true)
stop_music(%Truck, true)
func enter_truck():
play_music(%Truck, true)
stop_music(%Planet, true)
func stop_music(music : AudioStreamPlayer, with_fade = false):
if playing_soundtracks.find(music) != -1:
playing_soundtracks.remove_at(playing_soundtracks.find(music))
set_volume(music, MIN_VOLUME, with_fade)
func play_music(player : AudioStreamPlayer, with_fade = false):
playing_soundtracks.append(player)
set_volume(player, get_volume_from_parent(player), with_fade)
func setup_phase(music : AudioStreamPlayer):
if music.stream is AudioStreamSynchronized:
var sync_stream = music.stream as AudioStreamSynchronized
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:
func set_volume(player : AudioStreamPlayer, to : float, fade_time := 0.0) -> Tween:
var fade_tween : Tween = get_tree().create_tween()
fade_tween.tween_property(music, "volume_db", to, fade_time)
fade_tween.tween_property(player, "volume_db", to, fade_time)
return fade_tween
func play_sfx(name : String):
var player := %Sfx.find_child(name) as AudioStreamPlayer
func start_player(player: AudioStreamPlayer, from_random_time = false, fade_time = DEFAULT_FADE_TIME):
if player and not player.playing:
player.play(
0.0 if not from_random_time
else randf_range(0.0, player.stream.get_length())
)
if fade_time > 0.0:
player.volume_db = MIN_VOLUME
await set_volume(player, get_volume(player), fade_time).finished
func stop_player(player : AudioStreamPlayer, fade_time = DEFAULT_FADE_TIME):
if player and player.playing:
if fade_time > 0.0:
await set_volume(player, MIN_VOLUME, fade_time).finished
player.stop()
player.volume_db = get_volume(player)
func reset_volume(player : AudioStreamPlayer):
player.volume_db = get_volume(player)
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" % name)
printerr("Sfx %s not found" % sfx_name)
class AudioAction:
pass
class AudioLaunch extends AudioAction:
var player_name : String
var from_random_time : bool
var fade_time : float
func _init(
_player_name : String,
_from_random_time := false,
_fade_time := DEFAULT_FADE_TIME,
):
player_name = _player_name
from_random_time = _from_random_time
fade_time = _fade_time
class AudioStop extends AudioAction:
pass
+36 -78
View File
@@ -1,100 +1,58 @@
extends Resource
class_name GameData
signal current_planet_data_updated(p : PlanetData)
signal current_region_data_updated(p : RegionData)
func _init():
set_default_unlocked()
@export var current_run : RunData = null
@export var tutorial_done = false
@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 current_region_data : RegionData = null
@export var player_data : PlayerData = PlayerData.new()
@export var unlocked_plant_types : Array[PlantType] = []
@export var unlocked_plant_mutations : Array[PlantMutation] = []
@export var unlocked_machines : Array[MachineType] = []
@export var max_mutations_by_plant : int = 2
@export var truck_data : TruckData = TruckData.new()
@export var last_game_scene : Scene = null
func _ready():
current_run.run_point_changed.connect(
func(): current_planet_data_updated.emit(get_current_planet_data)
)
@export var ship_in_space = false
func set_default_unlocked():
unlocked_plant_types = all_plant_types()
unlocked_plant_mutations = all_plant_mutations()
unlocked_machines = all_machines()
@export var tutorial_done = false
func reset_run():
@export var incubator_used = []
@export var dialogs_done : Array[String] = [] #Chemin des dialogues démarrés
func start_run():
player_data.inventory.clear_items()
current_run = RunData.new()
current_planet_data_updated.emit()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):
start_region(rp.region_parameter)
)
func reset_player():
player_data = PlayerData.new()
func reset_truck():
truck_data = TruckData.new()
func reset_all():
reset_run()
start_run()
reset_player()
reset_truck()
unlocked_plant_types = []
func start_region(region_param : RegionParameter):
current_region_data = RegionData.new(region_param)
current_region_data_updated.emit(current_region_data)
GameInfo.save_game_data()
func unlock_plant_type(new_plant_type : PlantType):
if not is_plant_type_unlocked(new_plant_type):
unlocked_plant_types.append(new_plant_type.duplicate_deep())
func give_up():
current_region_data = null
current_run = null
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"),
]
func start_tutorial():
current_region_data = RegionData.new(
RegionParameter.new(
10,
3,
tr("TUTORIAL"),
true,
0,
randi()
)
)
+42 -32
View File
@@ -1,22 +1,27 @@
extends Resource
class_name RunData
const RUN_POINT_POSITION_DERIVATION = 70
const DIFFICULTY_INCREASE_BY_LEVEL = 1
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2,3]
const RUN_POINT_MAX_LEVEL = 10
enum State {STARTED, IN_PROGRESS, FINISHED}
signal run_point_changed
const RUN_POINT_POSITION_DERIVATION = 100
const DIFFICULTY_INCREASE_BY_LEVEL = 1
const RUN_POINTS_NEXT_NUMBER :Array[int] = [2]
const RUN_POINT_MAX_LEVEL = 6
signal current_run_point_changed
var run_seed = randi()
@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] = []
#region ------------------ Generation ------------------
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]:
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:
return RunPoint.new(
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
)
func generate_difficulty_increased_planet_parameter(
planet_parameter : PlanetParameter,
func generate_difficulty_increased_region_parameter(
region_parameter : RegionParameter,
difficulty : int = 1
) -> PlanetParameter:
) -> RegionParameter:
var i_diff := difficulty
var new_planet_parameter = PlanetParameter.new(
planet_parameter.charges,
planet_parameter.objective
var new_region_parameter = RegionParameter.new(
region_parameter.charges,
region_parameter.objective
)
while i_diff > 0:
@@ -58,51 +63,56 @@ func generate_difficulty_increased_planet_parameter(
DifficultyIncreaseObjective.new()
].filter(
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()
selected_difficulty_modifier.modify(new_planet_parameter)
selected_difficulty_modifier.modify(new_region_parameter)
i_diff -= max(1,selected_difficulty_modifier.get_difficulty_cost())
return new_planet_parameter
return new_region_parameter
#endregion
func get_next_run_points() -> Array[RunPoint]:
return next_run_points
func get_current_planet_data() -> PlanetData:
if current_run_point:
return current_run_point.planet_data
func get_state() -> State:
if not current_run_point:
return State.STARTED
elif current_run_point.level == RUN_POINT_MAX_LEVEL:
return State.FINISHED
else :
return null
return State.IN_PROGRESS
func get_next_run_points() -> Array[RunPoint]:
if current_run_point and current_run_point.level == RUN_POINT_MAX_LEVEL:
return []
return next_run_points
func choose_next_run_point(run_point : RunPoint) -> RunPoint:
if current_run_point:
visited_run_points.append(current_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)
return current_run_point
class DifficultyModifier:
func modify(_planet_parameter : PlanetParameter):
func modify(_region_parameter : RegionParameter):
pass
func can_modifiy(_planet_parameter : PlanetParameter) -> bool:
func can_modifiy(_region_parameter : RegionParameter) -> bool:
return true
func get_difficulty_cost() -> int:
return 1
class DifficultyIncreaseObjective extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.objective += 1
func modify(region_parameter : RegionParameter):
region_parameter.objective += 1
class DifficultyDecreaseCharge extends DifficultyModifier:
func modify(planet_parameter : PlanetParameter):
planet_parameter.charges -= 1
func modify(region_parameter : RegionParameter):
region_parameter.charges -= 1
func can_modifiy(planet_parameter : PlanetParameter) -> bool:
return planet_parameter.charges >= 3
func can_modifiy(region_parameter : RegionParameter) -> bool:
return region_parameter.charges >= 3
+8 -30
View File
@@ -8,53 +8,31 @@ const OBJECTIVE_ICON = preload("res://common/icons/dna.svg")
const CHARGE_ICON = preload("res://common/icons/bolt.svg")
@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):
planet_parameter = v
planet_data = PlanetData.new(planet_parameter)
@export var region_name : String = generate_region_name()
region_parameter = v
@export var position : int = 0 # Y pos along the planet, 0 to 360
var planet_data : PlanetData
func _init(
_level : int = 0,
_planet_parameter : PlanetParameter = PlanetParameter.new(),
_region_parameter : RegionParameter = RegionParameter.new(),
_position : int = randi_range(0,360),
_region_name : String = generate_region_name()
):
level = _level
planet_parameter = _planet_parameter
region_parameter = _region_parameter
region_parameter.level = level
position = _position
region_name = _region_name
planet_data = PlanetData.new(planet_parameter)
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_text = "%d" % level
info.type_icon = TYPE_ICON
info.stats.append_array([
CardStatInfo.new(tr("%d_GARDEN_POINTS") % planet_parameter.objective, OBJECTIVE_ICON),
CardStatInfo.new(tr("%d_CHARGES_AVAILABLE") % planet_parameter.charges, CHARGE_ICON),
CardStatInfo.new(str(region_parameter.objective), OBJECTIVE_ICON),
CardStatInfo.new(str(region_parameter.charges), CHARGE_ICON),
])
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()
@@ -1,6 +1,10 @@
extends Resource
class_name SettingsData
const MUSIC_BUS_ID = 1
const SFX_BUS_ID = 2
const AMBIANCE_BUS_ID = 3
signal language_changed(settings : SettingsData)
signal sound_changed(settings : SettingsData)
signal video_changed(settings : SettingsData)
@@ -44,3 +48,8 @@ const AVAILABLE_LANGUAGES_LABEL = [
set(v):
full_screen = v
video_changed.emit(self)
#region ------------------ Controls ------------------
@export var action_remapped : Array[String] = []
@export var input_remapped : Array[InputEvent] = []
+65 -12
View File
@@ -1,5 +1,10 @@
extends Node
const SAVE_GAME_LOCATION = "user://stw_demo_save.tres"
const SAVE_SETTINGS_LOCATION = "user://stw_settings.tres"
var game_loaded = false
signal game_data_updated(g : GameData)
var game_data : GameData :
@@ -7,14 +12,50 @@ var game_data : GameData :
game_data = v
game_data_updated.emit(v)
func _init():
if not game_data:
game_data = GameData.new()
update_language_settings(game_data.settings)
update_video_settings(game_data.settings)
game_data.settings.language_changed.connect(_on_settings_language_changed)
game_data.settings.video_changed.connect(_on_settings_video_changed)
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():
load_game_data()
load_settings_data()
update_language_settings()
update_video_settings()
settings_data.language_changed.connect(_on_settings_language_changed)
settings_data.video_changed.connect(_on_settings_video_changed)
settings_data.sound_changed.connect(_on_settings_sound_changed)
func _ready():
Dialogic.timeline_started.connect(_on_timeline_started)
func _on_settings_video_changed(s : SettingsData):
update_video_settings(s)
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func _on_settings_language_changed(s : SettingsData):
update_language_settings(s)
func update_language_settings(s : SettingsData):
func _on_settings_sound_changed(s : SettingsData):
AudioServer.set_bus_volume_db(SettingsData.MUSIC_BUS_ID, linear_to_db(s.music_volume))
AudioServer.set_bus_volume_db(SettingsData.SFX_BUS_ID, linear_to_db(s.sfx_volume))
AudioServer.set_bus_volume_db(SettingsData.AMBIANCE_BUS_ID, linear_to_db(s.ambiance_volume))
func _on_timeline_started():
var dialog_path = Dialogic.current_timeline.resource_path
if not dialog_path in game_data.dialogs_done:
game_data.dialogs_done.append(dialog_path)
save_game_data()
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TranslationServer.set_locale(s.language)
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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)
func update_input(action : String, old_event : InputEvent, event : InputEvent):
InputMap.action_erase_event(action, old_event)
InputMap.action_add_event(action, event)
func update_inputs(s : SettingsData = settings_data):
for i in range(len(s.input_remapped)):
InputMap.action_erase_events(s.action_remapped[i])
InputMap.action_add_event(s.action_remapped[i], s.input_remapped[i])
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compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
+7 -6
View File
@@ -3,19 +3,20 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://b43thuq8piv18"
path="res://.godot/imported/skull.svg-1f3a01497295060c28293df722ed0ddd.ctex"
path.s3tc="res://.godot/imported/skull.svg-1f3a01497295060c28293df722ed0ddd.s3tc.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://common/icons/skull.svg"
dest_files=["res://.godot/imported/skull.svg-1f3a01497295060c28293df722ed0ddd.ctex"]
dest_files=["res://.godot/imported/skull.svg-1f3a01497295060c28293df722ed0ddd.s3tc.ctex"]
[params]
compress/mode=0
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
@@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
@@ -37,7 +38,7 @@ process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
detect_3d/compress_to=0
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
@@ -3,19 +3,20 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://b6dwhn0uotdgu"
path="res://.godot/imported/square-rounded-nofill.svg-3b394b5967765acc26d391129de152eb.ctex"
path.s3tc="res://.godot/imported/square-rounded-nofill.svg-3b394b5967765acc26d391129de152eb.s3tc.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://common/icons/square-rounded-nofill.svg"
dest_files=["res://.godot/imported/square-rounded-nofill.svg-3b394b5967765acc26d391129de152eb.ctex"]
dest_files=["res://.godot/imported/square-rounded-nofill.svg-3b394b5967765acc26d391129de152eb.s3tc.ctex"]
[params]
compress/mode=0
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
@@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
@@ -37,7 +38,7 @@ process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
detect_3d/compress_to=0
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
+7 -6
View File
@@ -3,19 +3,20 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://rdrhi3r11ey6"
path="res://.godot/imported/square-rounded.svg-4eece25055f2b80264664150c832a797.ctex"
path.s3tc="res://.godot/imported/square-rounded.svg-4eece25055f2b80264664150c832a797.s3tc.ctex"
metadata={
"vram_texture": false
"imported_formats": ["s3tc_bptc"],
"vram_texture": true
}
[deps]
source_file="res://common/icons/square-rounded.svg"
dest_files=["res://.godot/imported/square-rounded.svg-4eece25055f2b80264664150c832a797.ctex"]
dest_files=["res://.godot/imported/square-rounded.svg-4eece25055f2b80264664150c832a797.s3tc.ctex"]
[params]
compress/mode=0
compress/mode=2
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
@@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/generate=true
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
@@ -37,7 +38,7 @@ process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
detect_3d/compress_to=0
svg/scale=2.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false
@@ -0,0 +1,113 @@
[gd_scene format=3 uid="uid://b8gqdgabrjaml"]
[ext_resource type="Script" uid="uid://dt2ip3pw2cboy" path="res://entities/plants/scripts/texture_builder/plant_texture_builder.gd" id="1_s8rsj"]
[ext_resource type="Script" uid="uid://b3jwglylqdqtw" path="res://entities/plants/scripts/texture_builder/plant_part.gd" id="2_cfiqo"]
[ext_resource type="Resource" uid="uid://bfyafiewcrjln" path="res://entities/plants/resources/plant_parts/Base1.tres" id="3_15wue"]
[ext_resource type="Resource" uid="uid://7hrdkl6bf3o4" path="res://entities/plants/resources/plant_parts/Branch1.tres" id="4_ggud5"]
[ext_resource type="Resource" uid="uid://bgh8a4xwc5stw" path="res://entities/plants/resources/plant_parts/Base2.tres" id="5_21cjy"]
[ext_resource type="Resource" uid="uid://ceisi5yyie7to" path="res://entities/plants/resources/plant_parts/Branch2.tres" id="5_ufbqh"]
[ext_resource type="Resource" uid="uid://cxiu8frk04b5i" path="res://entities/plants/resources/plant_parts/Branch3.tres" id="6_jbu3q"]
[ext_resource type="Resource" uid="uid://53p5g07e3pb4" path="res://entities/plants/resources/plant_parts/Branch4.tres" id="7_21cjy"]
[ext_resource type="Resource" uid="uid://cyfyodtfxne1w" path="res://entities/plants/resources/plant_parts/Branch5.tres" id="8_qm7aw"]
[ext_resource type="Resource" uid="uid://cuvtf4y1dspcp" path="res://entities/plants/resources/plant_parts/Branch6.tres" id="9_3e4c1"]
[ext_resource type="Resource" uid="uid://wgmxpk52rg7x" path="res://entities/plants/resources/plant_parts/LeafA1.tres" id="11_fc4k8"]
[ext_resource type="Resource" uid="uid://d2y7o2hc6ffei" path="res://entities/plants/resources/plant_parts/Branch11.tres" id="11_hvwgo"]
[ext_resource type="Resource" uid="uid://cbejb0uvdke7k" path="res://entities/plants/resources/plant_parts/LeafA2.tres" id="12_1b4fr"]
[ext_resource type="Resource" uid="uid://civ4gr1c2pq7g" path="res://entities/plants/resources/plant_parts/Branch12.tres" id="12_npk80"]
[ext_resource type="Resource" uid="uid://dujxttu80g0lo" path="res://entities/plants/resources/plant_parts/LeafA3.tres" id="13_ggcwy"]
[ext_resource type="Resource" uid="uid://bqfocs6f0iypo" path="res://entities/plants/resources/plant_parts/Branch13.tres" id="13_hyb2i"]
[ext_resource type="Resource" uid="uid://drml5dm8i3j3a" path="res://entities/plants/resources/plant_parts/Branch14.tres" id="14_4gk8a"]
[ext_resource type="Resource" uid="uid://bgv3nb10t6u3y" path="res://entities/plants/resources/plant_parts/LeafF1.tres" id="14_8r35x"]
[ext_resource type="Resource" uid="uid://bix3qwmsvuxs4" path="res://entities/plants/resources/plant_parts/LeafA4.tres" id="14_15wue"]
[ext_resource type="Resource" uid="uid://c31h25xdll8si" path="res://entities/plants/resources/plant_parts/FlowerD1.tres" id="15_3ti7v"]
[ext_resource type="Resource" uid="uid://be17y7clvf88e" path="res://entities/plants/resources/plant_parts/LeafE1.tres" id="15_p2blu"]
[ext_resource type="Resource" uid="uid://bkgw3wmoam10n" path="res://entities/plants/resources/plant_parts/LeafF2.tres" id="15_rbd7l"]
[ext_resource type="Script" uid="uid://cfjd8jelpm8dt" path="res://entities/plants/scripts/texture_builder/part_mutation_association.gd" id="16_c3tk3"]
[ext_resource type="Resource" uid="uid://r5mspvasrq6y" path="res://entities/plants/resources/plant_parts/FlowerD2.tres" id="16_cpf4r"]
[ext_resource type="Resource" uid="uid://m8j2gfumw11w" path="res://entities/plants/resources/plant_parts/LeafF3.tres" id="16_nfxo0"]
[ext_resource type="Resource" uid="uid://dw7wdihxxy0uf" path="res://entities/plants/resources/plant_parts/LeafE2.tres" id="16_xt8tm"]
[ext_resource type="Resource" uid="uid://dth4dp88vs3gh" path="res://entities/plants/resources/plant_parts/LeafF4.tres" id="17_i8j71"]
[ext_resource type="Resource" uid="uid://br80voioh4jxu" path="res://entities/plants/resources/plant_parts/FlowerD3.tres" id="17_p2blu"]
[ext_resource type="Resource" uid="uid://3yi8hk73s5mm" path="res://entities/plants/resources/plant_parts/LeafE3.tres" id="17_qm7aw"]
[ext_resource type="Resource" uid="uid://cka6sihumbjpw" path="res://entities/plants/resources/plant_parts/LeafF5.tres" id="18_l2vrg"]
[ext_resource type="Resource" uid="uid://dq5dwqherb6ac" path="res://entities/plants/resources/plant_parts/LeafF6.tres" id="19_14c4k"]
[ext_resource type="Resource" uid="uid://ckef0dno4j5mn" path="res://entities/plants/resources/plant_parts/FlowerF1.tres" id="20_lggh7"]
[ext_resource type="Resource" uid="uid://dhhyh56shnure" path="res://entities/plants/resources/plant_parts/FlowerF2.tres" id="21_8r35x"]
[ext_resource type="Resource" uid="uid://banfc3pgm6a0m" path="res://entities/plants/resources/plant_parts/FlowerC1.tres" id="21_alra6"]
[ext_resource type="Resource" uid="uid://dmdyj7t4g48p" path="res://entities/plants/resources/plant_parts/FlowerC2.tres" id="22_lggh7"]
[ext_resource type="Resource" uid="uid://bhj7j78tokt25" path="res://entities/plants/resources/plant_parts/FlowerC3.tres" id="23_8r35x"]
[ext_resource type="Resource" uid="uid://bkgrwffi7m2i4" path="res://entities/plants/resources/plant_parts/FlowerC4.tres" id="24_rbd7l"]
[ext_resource type="Resource" uid="uid://bchwhdmxsaqic" path="res://entities/plants/resources/plant_parts/LeafA5.tres" id="29_nfxo0"]
[ext_resource type="Resource" uid="uid://cvr81iqokda6x" path="res://entities/plants/resources/plant_parts/LeafA6.tres" id="30_i8j71"]
[ext_resource type="Resource" uid="uid://cwskfwdasvv0g" path="res://entities/plants/resources/plant_parts/FlowerF3.tres" id="38_rbd7l"]
[ext_resource type="Resource" uid="uid://e0u1baixvaxn" path="res://entities/plants/resources/plant_parts/LeafE4.tres" id="42_14c4k"]
[ext_resource type="Resource" uid="uid://dgivyissl512e" path="res://entities/plants/resources/plant_parts/LeafG1.tres" id="43_y02ao"]
[ext_resource type="Resource" uid="uid://u6dwq3eowpcb" path="res://entities/plants/resources/plant_parts/LeafG2.tres" id="44_s8rsj"]
[ext_resource type="Resource" uid="uid://c4artcndro0r5" path="res://entities/plants/resources/plant_parts/FlowerB1.tres" id="45_coupj"]
[ext_resource type="Resource" uid="uid://b3dfua388ub4k" path="res://entities/plants/resources/plant_parts/FlowerB2.tres" id="46_ggud5"]
[ext_resource type="Resource" uid="uid://bnn0tcoab4plv" path="res://entities/plants/resources/plant_parts/FlowerB3.tres" id="47_ufbqh"]
[sub_resource type="Resource" id="Resource_rt6tw"]
script = ExtResource("16_c3tk3")
parts = Array[ExtResource("2_cfiqo")]([ExtResource("11_fc4k8"), ExtResource("12_1b4fr"), ExtResource("13_ggcwy"), ExtResource("14_15wue"), ExtResource("29_nfxo0"), ExtResource("30_i8j71")])
part_amount = 4
metadata/_custom_type_script = "uid://cfjd8jelpm8dt"
[sub_resource type="Resource" id="Resource_y02ao"]
script = ExtResource("16_c3tk3")
parts = Array[ExtResource("2_cfiqo")]([ExtResource("15_3ti7v"), ExtResource("16_cpf4r"), ExtResource("17_p2blu")])
part_amount = 5
metadata/_custom_type_script = "uid://cfjd8jelpm8dt"
[sub_resource type="Resource" id="Resource_nfxo0"]
script = ExtResource("16_c3tk3")
parts = Array[ExtResource("2_cfiqo")]([ExtResource("20_lggh7"), ExtResource("21_8r35x"), ExtResource("38_rbd7l")])
part_amount = 5
metadata/_custom_type_script = "uid://cfjd8jelpm8dt"
[sub_resource type="Resource" id="Resource_s8rsj"]
script = ExtResource("16_c3tk3")
parts = Array[ExtResource("2_cfiqo")]([ExtResource("15_p2blu"), ExtResource("16_xt8tm"), ExtResource("17_qm7aw"), ExtResource("42_14c4k")])
part_amount = 5
metadata/_custom_type_script = "uid://cfjd8jelpm8dt"
[sub_resource type="Resource" id="Resource_14c4k"]
script = ExtResource("16_c3tk3")
parts = Array[ExtResource("2_cfiqo")]([ExtResource("21_alra6"), ExtResource("22_lggh7"), ExtResource("23_8r35x"), ExtResource("24_rbd7l")])
part_amount = 4
metadata/_custom_type_script = "uid://cfjd8jelpm8dt"
[sub_resource type="Resource" id="Resource_cfiqo"]
script = ExtResource("16_c3tk3")
parts = Array[ExtResource("2_cfiqo")]([ExtResource("43_y02ao"), ExtResource("44_s8rsj")])
part_amount = 3
metadata/_custom_type_script = "uid://cfjd8jelpm8dt"
[sub_resource type="Resource" id="Resource_jbu3q"]
script = ExtResource("16_c3tk3")
parts = Array[ExtResource("2_cfiqo")]([ExtResource("45_coupj"), ExtResource("46_ggud5"), ExtResource("47_ufbqh")])
part_amount = 5
metadata/_custom_type_script = "uid://cfjd8jelpm8dt"
[node name="TextureBuilder" type="Node" unique_id=79184097]
script = ExtResource("1_s8rsj")
bases = Array[ExtResource("2_cfiqo")]([ExtResource("3_15wue")])
baby_bases = Array[ExtResource("2_cfiqo")]([ExtResource("5_21cjy")])
branches = Array[ExtResource("2_cfiqo")]([ExtResource("4_ggud5"), ExtResource("5_ufbqh"), ExtResource("6_jbu3q"), ExtResource("7_21cjy"), ExtResource("8_qm7aw"), ExtResource("9_3e4c1"), ExtResource("11_hvwgo"), ExtResource("12_npk80"), ExtResource("13_hyb2i"), ExtResource("14_4gk8a")])
n_branches = 5
base_leaves = Array[ExtResource("2_cfiqo")]([ExtResource("14_8r35x"), ExtResource("15_rbd7l"), ExtResource("16_nfxo0"), ExtResource("17_i8j71"), ExtResource("18_l2vrg"), ExtResource("19_14c4k")])
parts_mutation_associations = Dictionary[String, ExtResource("16_c3tk3")]({
"ANCIENT": SubResource("Resource_rt6tw"),
"EPHEMERAL": SubResource("Resource_y02ao"),
"FERTILE": SubResource("Resource_nfxo0"),
"PURIFICATION": SubResource("Resource_s8rsj"),
"QUICK": SubResource("Resource_14c4k"),
"SOCIAL": SubResource("Resource_cfiqo"),
"TOUGH": SubResource("Resource_jbu3q")
})
chance_to_have_part = 0.9
origin_weights_base = Dictionary[int, int]({
0: 20,
1: 10,
2: 5
})
+15
View File
@@ -0,0 +1,15 @@
[gd_scene format=3 uid="uid://dac5wte80dwj0"]
[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"]
[ext_resource type="Resource" uid="uid://jegdqnd2sqi2" path="res://common/scene_manager/scenes/astra.tres" id="8_e28ni"]
[ext_resource type="Resource" uid="uid://b3ebbo88ptrrc" path="res://common/scene_manager/scenes/garage.tres" id="9_msho1"]
[node name="SceneManager" type="Node" unique_id=1630600782]
script = ExtResource("1_1c0qu")
scenes = Array[ExtResource("2_c1lr7")]([ExtResource("3_e28ni"), ExtResource("4_msho1"), ExtResource("5_ytog4"), ExtResource("6_chs32"), ExtResource("7_ol3d5"), ExtResource("8_e28ni"), ExtResource("9_msho1")])
+10
View File
@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Scene" format=3 uid="uid://jegdqnd2sqi2"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_114vb"]
[resource]
script = ExtResource("1_114vb")
scene_id = "ASTRA"
scene_path = "res://stages/3d_scenes/astra_base/astra_base.tscn"
mouse_captured = true
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+10
View File
@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Scene" format=3 uid="uid://bvksiaiocwob5"]
[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/3d_scenes/cockpit_scene/cockpit_scene.tscn"
mouse_captured = true
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+10
View File
@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Scene" format=3 uid="uid://b3ebbo88ptrrc"]
[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_v8prw"]
[resource]
script = ExtResource("1_v8prw")
scene_id = "GARAGE"
scene_path = "res://stages/3d_scenes/ship_garage/ship_garage.tscn"
mouse_captured = true
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+9
View File
@@ -0,0 +1,9 @@
[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
View File
@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://boqgwjyxyb45r"]
[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"
+10
View File
@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="Scene" 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"
need_to_be_saved = false
metadata/_custom_type_script = "uid://1ejbvr3431ac"
+8
View File
@@ -0,0 +1,8 @@
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
@export var need_to_be_saved = true
@@ -0,0 +1 @@
uid://1ejbvr3431ac
@@ -1,24 +1,44 @@
extends Node
const TITLE_SCREEN = "res://stages/title_screen/title_screen.tscn"
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"
@export var scenes : Array[Scene]
signal scene_loaded
signal scene_node_ready
signal scene_loaded(scene : Scene)
signal scene_node_ready(scene : Scene)
var actual_scene = null
var loading_scene = false
var generating_node = false
var scene_to_load := ""
var next_scene_node : Node
@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_to_scene_id(scene_id : String, with_loading = true):
var scene = search_scenes(scene_id)
if not scene:
printerr("Scene %s not found" % scene_id)
return
change_to_scene(scene, with_loading)
func change_to_scene(scene : Scene, with_loading = true):
if loading_scene or generating_node:
await scene_node_ready
actual_scene = scene
loading_scene = true
scene_to_load = scene_path
ResourceLoader.load_threaded_request(scene_to_load)
var scene_path_to_load = scene.scene_path
ResourceLoader.load_threaded_request(scene_path_to_load)
LoadingScreen.loading_text = "LOADING_SCENE"
var scene_to_hide = current_scene_node
if with_loading:
@@ -30,15 +50,15 @@ func change_scene(scene_path : String, with_loading = true):
if loading_scene:
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"):
next_scene_node.hide()
get_tree().root.add_child(next_scene_node)
generating_node = true
if next_scene_node is Planet:
if scene.need_terrain_generated:
LoadingScreen.loading_text = "GENERATING_TERRAIN"
if generating_node:
await scene_node_ready
if current_scene_node:
@@ -47,23 +67,32 @@ func change_scene(scene_path : String, with_loading = true):
if current_scene_node.has_method("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 actual_scene.need_to_be_saved:
GameInfo.game_data.last_game_scene = scene
GameInfo.save_game_data()
if with_loading:
LoadingScreen.hide_loading_screen()
func _process(_delta):
if loading_scene:
var progress = []
var load_status := ResourceLoader.load_threaded_get_status(scene_to_load, progress)
var load_status := ResourceLoader.load_threaded_get_status(actual_scene.scene_path, progress)
LoadingScreen.loading_value = progress[0]
if load_status == ResourceLoader.THREAD_LOAD_LOADED:
loading_scene = false
scene_loaded.emit()
scene_loaded.emit(actual_scene)
if load_status == ResourceLoader.THREAD_LOAD_FAILED or load_status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
printerr()
elif generating_node:
if next_scene_node is Planet:
if next_scene_node is Region:
LoadingScreen.loading_value = next_scene_node.generated_value
if next_scene_node.is_generated:
generating_node = false
scene_node_ready.emit()
elif next_scene_node.is_node_ready():
generating_node = false
scene_node_ready.emit()
scene_node_ready.emit(actual_scene)
+11 -11
View File
@@ -2,33 +2,33 @@ class_name Math
static func get_chunk_from_pos(coord) -> Vector2i:
return Vector2i(
floori(coord.x / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE)),
floori(coord.y / (Planet.CHUNK_TILE_SIZE * Planet.TILE_SIZE))
floori(coord.x / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE)),
floori(coord.y / (Region.CHUNK_TILE_SIZE * Region.TILE_SIZE))
)
static func get_tile_from_pos(coord) -> Vector2i:
return Vector2i(
floori(coord.x / (Planet.TILE_SIZE)),
floori(coord.y / (Planet.TILE_SIZE)),
floori(coord.x / (Region.TILE_SIZE)),
floori(coord.y / (Region.TILE_SIZE)),
)
static func get_tiles_in_circle(center: Vector2, radius : float) -> Array[Vector2i]:
var tiles : Array[Vector2i] = []
for x in range(
floori((center.x - radius/2.) / Planet.TILE_SIZE),
ceili((center.x + radius/2.) / Planet.TILE_SIZE),
floori((center.x - radius/2.) / Region.TILE_SIZE),
ceili((center.x + radius/2.) / Region.TILE_SIZE),
):
for y in range(
floori((center.y - radius/2.) / Planet.TILE_SIZE),
ceili((center.y + radius/2.) / Planet.TILE_SIZE),
floori((center.y - radius/2.) / Region.TILE_SIZE),
ceili((center.y + radius/2.) / Region.TILE_SIZE),
):
if is_tile_on_circle(Vector2i(x,y), center, radius):
tiles.append(Vector2i(x,y))
return tiles
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
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]:
corners.append(
absolute_tile_pos
+ Vector2.RIGHT * x * Planet.TILE_SIZE
+ Vector2.DOWN * y * Planet.TILE_SIZE
+ Vector2.RIGHT * x * Region.TILE_SIZE
+ Vector2.DOWN * y * Region.TILE_SIZE
)
# 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
@@ -1,7 +1,7 @@
[gd_scene load_steps=6 format=3 uid="uid://bg7jmrwdgdqg4"]
[gd_scene format=3 uid="uid://bg7jmrwdgdqg4"]
[ext_resource type="Texture2D" uid="uid://baaujfw8piywi" path="res://common/icons/dna.svg" id="1_88fy1"]
[ext_resource type="Script" uid="uid://bddlpqlfrydn8" path="res://common/vfx/particles/scripts/particles.gd" id="1_faap1"]
[ext_resource type="Texture2D" uid="uid://baaujfw8piywi" path="res://common/icons/dna.svg" id="1_d4jao"]
[ext_resource type="Script" uid="uid://bddlpqlfrydn8" path="res://common/vfx/particles/scripts/effect_particles.gd" id="2_u4sse"]
[sub_resource type="Curve" id="Curve_xmi7c"]
_limits = [-200.0, 200.0, 0.0, 1.0]
@@ -16,9 +16,9 @@ point_count = 2
offsets = PackedFloat32Array(0, 0.80172414, 1)
colors = PackedColorArray(1, 1, 1, 0.65882355, 1, 1, 1, 0.72156864, 1, 1, 1, 0)
[node name="Particles" type="CPUParticles2D"]
[node name="Particles" type="CPUParticles2D" unique_id=222001900]
amount = 1
texture = ExtResource("1_88fy1")
texture = ExtResource("1_d4jao")
randomness = 0.3
emission_shape = 1
emission_sphere_radius = 30.0
@@ -30,4 +30,4 @@ scale_amount_min = 0.4
scale_amount_max = 0.6
scale_amount_curve = SubResource("Curve_22a4c")
color_ramp = SubResource("Gradient_li6gc")
script = ExtResource("1_faap1")
script = ExtResource("2_u4sse")
@@ -0,0 +1,12 @@
[gd_scene format=3 uid="uid://drf23tyb65cpc"]
[ext_resource type="Texture2D" uid="uid://rdrhi3r11ey6" path="res://common/icons/square-rounded.svg" id="1_60vma"]
[node name="ExplosionParticles" type="CPUParticles2D" unique_id=1558673457]
emitting = false
texture = ExtResource("1_60vma")
one_shot = true
direction = Vector2(0, -10)
spread = 60.41
initial_velocity_min = 156.29
initial_velocity_max = 252.19
@@ -1,5 +1,5 @@
extends CPUParticles2D
class_name Particles
class_name EffectParticles
func setup_particles(param : Parameters):
texture = param.texture
+21
View File
@@ -0,0 +1,21 @@
[gd_resource type="AudioBusLayout" format=3 uid="uid://b4cpfxfs74sb8"]
[resource]
bus/1/name = &"Music"
bus/1/solo = false
bus/1/mute = false
bus/1/bypass_fx = false
bus/1/volume_db = 0.0
bus/1/send = &"Master"
bus/2/name = &"Sfx"
bus/2/solo = false
bus/2/mute = false
bus/2/bypass_fx = false
bus/2/volume_db = 0.0
bus/2/send = &"Master"
bus/3/name = &"Ambiance"
bus/3/solo = false
bus/3/mute = false
bus/3/bypass_fx = false
bus/3/volume_db = 0.0
bus/3/send = &"Master"
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
@@ -77,4 +77,4 @@ layer_info = {
"16": SubResource("Resource_cw4cs"),
"17": SubResource("Resource_wofh5")
}
metadata/_latest_layer = "13"
metadata/_latest_layer = ""
@@ -0,0 +1,22 @@
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: Hello again !
demeter: It seems that you ran out of energy...
- I'm sorry...
- That's really hard !
- I'm just doing my best !
demeter: It's ok [color=#FFA617]Orchid[/color] ! I spent years waiting for this moment, I can wait more !
demeter: I found you a new body, and a new ship is waiting you outside, but I'm afraid I couldn't get your seeds... I hope you find new ones !
demeter: Do you need some advices ?
- No I'm ok !
- Can I have back some explanations on how all of this works ?
demeter: When you emerge from this building, you'll arrive in a little yellow zone. Its a [b]fertile zone[/b], created by the return of the Talion. This is in this zone and only there were you can plant.
demeter: Then you'll have to get seeds. For that, nothing more simple, you take your shovel tool, and you smash some stones ! Preferably those with yellow cristals on it, it's the [b]Talion veins[/b] .
demeter: Each time you use a tool or plant a seed, you'll spend an [b]energy[/b]. When your out of it, you can just go recharge on the [b]recharge station[/b] you'll find near the entrance. Each time you recharge, time will pass. One day in fact (yes, you don't have a good battery), and the plants will grow !
demeter: You have to obtain enough [b]plant points[/b]. Each plant give one or more [b]plant points[/b] when mature.
demeter: And yes, I almost forgot ! Some plants gain [b]mutations[/b] that can affect their points or behavior. You can get these mutations on new seeds by harvesting, and gain better ones ! But you'll have to wait the plants to die, or smashing them with your shovel when mature.
demeter: Hope I helped !
demeter: I send you the elevator, see you soon !
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
[wait time="2.0"]
@@ -0,0 +1 @@
uid://clq4utdtxf01d
@@ -1,11 +0,0 @@
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"]
@@ -1 +0,0 @@
uid://7dugwna5ge2x
+33 -57
View File
@@ -1,62 +1,38 @@
[pause=0.5][i]Black[/i] #id:11
[pause=0.8][i]Black again[/i] #id:12
[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
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav" [volume="-1.0"]
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/incoming_transmission.wav"
[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
- Uh... Hello ? #id:16
- Where the fork am I ? #id:17
mysterious_demeter: Haha,[pause=0.2] calm down you are in a safe place. #id:18
- Wait... Who am I ? #id:19
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 am glad you have finally awaken ![pause=0.3] You have been my project for decades... #id:1b
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
- Oh ! What is it ?
- Wow, I have just awaken and you already put so much pressure on me
update mysterious_demeter [animation="Bounce"]
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 ?
mysterious_demeter: Oh,[pause=0.2] of course you can do whatever you want !
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,[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,[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 see the world back then ?
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 did it happen ? What caused that ?
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
- I am sorry... Is there anything left today ?
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,[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 granted us the most precious gift \:[pause=0.5] the [color=#119758][b]Talion[/b][/color]. #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,[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 can I do that ?
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 are... My mother ?
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...
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 !
label nameChoose
[text_input text="What is your name ?" var="orchidName" placeholder="Orchid"]
mysterious_demeter: Is [color=#FFA617]{orchidName}[/color] cool enough ?
- Yes
- No
jump nameChoose
- No, it is fine for me
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]
join demeter center [animation="Bounce In" length="1.0"]
demeter: Hi ![pause=0.5] Phew, I thought no one would reply...[pause=0.5] Is this [b][color=#FFA617]Orchid[/color][/b] ?[pause=0.5] You may not be familiar with this name, but if you look in your memory you should see it...
- Uh... Who is this ?
demeter: Oh sorry ! Your memory is quite new, you might be lost... Unfortunately, I cannot see you for now, I'm very far on this planet.
- Where am I ?
demeter: Don't worry, you are in a subterranean base, but soon you will join the surface.
- Wait... Who am I ?
demeter: Mmmh great question. I rebuilt your system but I do not know the details of your hardware... Maybe we'll find out !
demeter: I'm happy that you're finally awake ! To be honest I wasn't sure to make you work, your body is quite old...
- So you are my creator ?
demeter: Sort of ! I mean I didn't build your body, I just borrowed it, but I build your intelligence ! But please be forgiving, if it's not perfect, I'm not good in that field !
- Why did you awaken me ?
demeter: To be honest, I don't really know exactly... I mean there are a lot of reasons, but I'll tell you more later.
- What are you ?
demeter: I'm like you... I mean like all the remaining moving things on this planet, robots, artificial intelligences, machines... My creators had many names to call us.
demeter: Ok, no more question for now, listen to me carefully.
demeter: Long time ago, this planet was full of life. Plants where thriving on mountains, seas and plains.
demeter: Now, this world is a wasteland. You'll see it quickly outside this building. I won't dwell on this subject; you'll soon know enough about it.
demeter: The thing is something happened, a year ago... The [b][color=#FFA617]Talion[/color][/b], a special material that give birth to new forms of life when shattered, reappeared. Now we can start all over again and create a planet full of life.
demeter: But first things first, for your mission, you'll have to understand how this is working, and how to use the [b][color=#FFA617]Talion[/color][/b] to plant seeds.
demeter: [b]Just remember the following[/b]
label explanations
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 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,[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, that is a lot of information, can you repeat ?
Ok,[pause=0.2] listen carefully.
demeter: When you emerge from this building, you'll arrive in a little yellow zone. Its a [b][color=#FFA617]fertile zone[/color][/b], created by the return of the Talion. This is in this zone and only there where you can plant.
demeter: Then you'll have to get seeds. For that, nothing more simple, you take your shovel, and you smash some stones ! Preferably those with yellow cristals on it, it's the [b][color=#FFA617]Talion veins[/color][/b] .
demeter: Each time you use a tool or plant a seed, you'll spend an [b][color=#FFA617]energy[/color][/b]. When your out of it, you can just go recharge on the [b][color=#FFA617]recharge station[/color][/b] you'll find near the entrance.
demeter: [b]Each time you recharge, time will pass[/b]. One day in fact (yes, you don't have a good battery), and the plants will grow !
demeter: To complete your first training, obtain enough [b][color=#FFA617]plant points[/color][/b]. Each plant give one or more [b][color=#FFA617]plant points[/color][/b] when mature.
demeter: And yes, I almost forgot ! Some plants gain [b][color=#FFA617]mutations[/color][/b] that can affect their points or behavior. You can get these mutations on new seeds by harvesting existing plants, and gain better ones !
- Ok, thats' a lot of info, can you repeat ?
Ok, listen carefully.
jump explanations
- And I have to go now ?
- Wait I have more questions !
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"]
- Ok but wait I have more questions !
demeter: Sorry, we'll speak after this ! I'll send you an elevator !
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
[wait time="2.0"]
@@ -1,53 +0,0 @@
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 +1,21 @@
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: So you found the communication station in there, good !
- What is next for me ?
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].
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].
- 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.
demeter: Linking Aldebaran to Fomalhaut,[pause=0.2] the Cetus 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]
- 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] base.[pause=0.3] And I can not fix it alone.
- I will do my best to be there quickly !
demeter: You are very kind [color=#FFA617]Orchid[/color] !
- Are you hiding me informations ?
demeter: Not at all ! Please believe me I just want you to come...
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, keep your best seeds and [pause=0.2] continue to [b]evolve your plants[/b],[pause=0.2] you will need them as advanced as possible.
demeter: 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 +1,30 @@
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: Hi again! You did well up there!
demeter: Perhaps I should introduce myself now.
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,[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: Maybe you are wondering where we are now...
- Yes among a lot of other questions ! So where am I ?
demeter: You're actually in an old human base, called Borea. This room is connected with the room you were born, but I made you pass by the surface to test your capacities.
- Wait, can you explain me what did I just do up there ?
demeter: You started to repair what the humans did on this planet... This will be very long, I hope you enjoyed it !
- Sorry but what is the point of all of that ?
demeter: I'm sorry that you are lost my child... Know that what you do is very important to me, to my friend and to the planet itself ! Since the humans are gone, we kinda all fell into despair...
demeter: Wait.[pause=0.3].[pause=0.3].[pause=0.5] You don't know what humans are ! Of course since your data was corrupted, I have erased a lot of it.
demeter: The humans are living creatures that are...[pause=0.5] Different than plants. They were more thinking and moving like us. In a sense, they were very cute creatures that only lived less than a century, and reproduce once in their lifetime.
demeter: One human has a relative intelligence, but don't be fooled, together, they did great things, in facts, they invented and created us.
demeter: Long ago, they discovered this planet. It was not like it is now, plants were everywhere! But then.[pause=0.3].[pause=0.3].[pause=0.5] They.[pause=0.3].[pause=0.3].[pause=0.5] I.[pause=0.3].[pause=0.3].[pause=0.5]
- What ?
- Are you lagging?
- Take your time
demeter: Humans had one big problem. Together, they built great things, but sometimes the great things weren't very good for the environment, or for them.
- Where are they now ?
demeter: I prefer not talk about that for now... But don't worry, they can't wound this planet anymore.
- What happened ?
demeter: Sorry my child, I'm not ready to talk about that for now... You'll have your answers when you meet me.
- Can I now what is this shiny engine just in front of me ?
demeter: This machine in front of you is a planetary ship ! The model's name is the [color=#FFA617]Internode[/color], and I tweaked it to recharge on vegetal energy ! However, as you may know, this energy isn't very present around this planet. But let's continue on board, shall we ?
audio "res://common/audio_manager/assets/sfx/dialogs/sfx/closing_transmission.wav"
[wait time="2.0"]
@@ -0,0 +1 @@
uid://cc1vx88mwb7tu
+16
View File
@@ -0,0 +1,16 @@
[i]Black.[/i]
[i]Black Again.[/i]
[i]Suddenly, [rainbow]a spark[/rainbow]. [pause=0.5]A thousand of connections blows up as a firework scene. A massive amount of data to treat.
label discover
- Discover actions
While exploring available drivers, new possibility become available.[pause=0.5] Three propellers. Small models, only suitable for low altitude movement.[pause=0.5] A robotic arm. Multipurpose, and retractable.
jump discover
- Discover streams
A continuous stream of data flow, unwatched. This stream look like... [pause=0.5] a video.[pause=0.5] Dark colored pixels pass.[pause=0.5] An other stream show a flat wave.[pause=0.5] No sound or radio signals detected.
jump discover
- Discover memory
Several disks are available, and the most part are empty.[pause=0.5] The full ones seems to contain the system that is currently analyzing the code of the system that is currently analyzing the code of[pause=0.5].[pause=0.5].[pause=0.5]. Mmmh, infinite recursion...[pause=0.5] Better avoid that.
jump discover
- Wake up
One last info is to oversee \: serial number and system name.[pause=0.5] Strange...[pause=0.5] Serial number is empty.[pause=0.5] Must be an error.[pause=0.5]System name is... [pause=0.5] [b]Orchid[/b]. That will be enough for now...
Starting engines, fans, and daemons, let's see what is to see.
+1
View File
@@ -0,0 +1 @@
uid://kmojqxt5i18n
@@ -0,0 +1,39 @@
extends Area3D
class_name Interactable3D
@export var interactable = true
signal clicked
@export var hover_animation_player : AnimationPlayer
@export var audio_player : AudioStreamPlayer3D
func click():
if interactable:
clicked.emit()
func _ready():
if audio_player:
var default_volume := audio_player.volume_db
audio_player.volume_db += GameInfo.settings_data.sfx_volume
GameInfo.settings_data.sound_changed.connect(
func(settings : SettingsData):
audio_player.volume_db = default_volume + settings.sfx_volume
)
func play_audio():
if audio_player:
audio_player.play()
func stop_audio():
if audio_player:
audio_player.stop()
func _on_mouse_entered():
if hover_animation_player:
hover_animation_player.play("hover")
func _on_mouse_exited():
if hover_animation_player:
hover_animation_player.stop()
@@ -0,0 +1 @@
uid://bj4d1x8n8ina
Binary file not shown.
@@ -0,0 +1,68 @@
[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://dcbtr1sx2edj1"
path="res://.godot/imported/lift.blend-03f6ebc40ec57815598ca654b9e006da.scn"
[deps]
source_file="res://entities/interactable_3d/lift/assets/3d/lift.blend"
dest_files=["res://.godot/imported/lift.blend-03f6ebc40ec57815598ca654b9e006da.scn"]
[params]
nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
nodes/use_name_suffixes=true
nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
_subresources={
"materials": {
"Material": {
"use_external/enabled": true,
"use_external/fallback_path": "res://common/assets/materials/default_3d.tres",
"use_external/path": "uid://dvvi1k5c5iowc"
}
}
}
blender/nodes/visible=0
blender/nodes/active_collection_only=false
blender/nodes/punctual_lights=true
blender/nodes/cameras=true
blender/nodes/custom_properties=true
blender/nodes/modifiers=1
blender/meshes/colors=false
blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
blender/animation/limit_playback=true
blender/animation/always_sample=true
blender/animation/group_tracks=true
gltf/naming_version=2
+68
View File
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[gd_scene format=3 uid="uid://ch8m1rohg5d33"]
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tracks/0/path = NodePath("Sprite3D:scale")
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tracks/0/keys = {
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loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite3D:scale")
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tracks/0/loop_wrap = true
tracks/0/keys = {
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}
[node name="Lift" type="Area3D" unique_id=1854388434 node_paths=PackedStringArray("hover_animation_player")]
script = ExtResource("1_werxl")
interactable = false
hover_animation_player = NodePath("HoverAnimationPlayer")
[node name="Sprite3D" type="Sprite3D" parent="." unique_id=1624930927]
transform = Transform3D(-4.2294918e-08, 0.17856176, 0.9839286, 7.805184e-09, 0.9839286, -0.17856176, -1, 1.2748912e-10, -4.3008885e-08, -0.8393693, 1.5452437, 0)
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shape = SubResource("BoxShape3D_werxl")
[node name="Model" parent="." unique_id=1309925933 instance=ExtResource("3_x56sx")]
[node name="OmniLight3D" type="OmniLight3D" parent="." unique_id=11561025]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.2593379, 0)
light_color = Color(0.717588, 0.45361686, 0.5535787, 1)
shadow_enabled = true
[node name="HoverAnimationPlayer" type="AnimationPlayer" parent="." unique_id=487483897]
libraries/ = SubResource("AnimationLibrary_0mfvw")
Binary file not shown.
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[remap]
importer="scene"
importer_version=1
type="PackedScene"
uid="uid://5dytwh4wydcg"
path="res://.godot/imported/phone.blend-4592654ec67a1a28d68399a1817705af.scn"
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dest_files=["res://.godot/imported/phone.blend-4592654ec67a1a28d68399a1817705af.scn"]
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nodes/root_type=""
nodes/root_name=""
nodes/root_script=null
nodes/apply_root_scale=true
nodes/root_scale=1.0
nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
meshes/ensure_tangents=true
meshes/generate_lods=true
meshes/create_shadow_meshes=true
meshes/light_baking=1
meshes/lightmap_texel_size=0.2
meshes/force_disable_compression=false
skins/use_named_skins=true
animation/import=true
animation/fps=30
animation/trimming=false
animation/remove_immutable_tracks=true
animation/import_rest_as_RESET=false
import_script/path=""
materials/extract=0
materials/extract_format=0
materials/extract_path=""
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"use_external/path": "uid://dvvi1k5c5iowc"
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blender/nodes/visible=0
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blender/nodes/cameras=true
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blender/meshes/uvs=true
blender/meshes/normals=true
blender/meshes/export_geometry_nodes_instances=false
blender/meshes/gpu_instances=false
blender/meshes/tangents=true
blender/meshes/skins=2
blender/meshes/export_bones_deforming_mesh_only=false
blender/materials/unpack_enabled=true
blender/materials/export_materials=1
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blender/animation/always_sample=true
blender/animation/group_tracks=true
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+76
View File
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[ext_resource type="Script" uid="uid://bj4d1x8n8ina" path="res://entities/interactable_3d/interactable_3d.gd" id="1_2si4a"]
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[node name="Phone" type="Area3D" unique_id=429299908 node_paths=PackedStringArray("hover_animation_player", "audio_player")]
transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 0, 0)
script = ExtResource("1_2si4a")
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audio_player = NodePath("AudioStreamPlayer3D")
metadata/_custom_type_script = "uid://bj4d1x8n8ina"
[node name="CollisionShape3D" type="CollisionShape3D" parent="." unique_id=660671507]
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[node name="Sprite3D" type="Sprite3D" parent="Model" unique_id=2025147118]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.1913681, 0.3055997, -0.095009446)
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[node name="HoverAnimationPlayer" type="AnimationPlayer" parent="." unique_id=1414304456]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 5.9604645e-08, 1.0397238, -0.47173643)
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+22
View File
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[gd_scene format=3 uid="uid://b8m537op75gib"]
[ext_resource type="Script" uid="uid://bmxuqj0c6h60d" path="res://entities/interactables/door/script/door.gd" id="1_8kdwv"]
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[node name="Sprite2D" type="Sprite2D" parent="." unique_id=874210487]
texture = SubResource("GradientTexture2D_oarg0")
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shape = SubResource("RectangleShape2D_y51rk")

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