Files
seeding-planets/gui/game/tutorial/scripts/tutorial.gd
Zacharie Guet 4a46492598 Equilibrage, amélioration du tutoriel et de la clarté des éléments de gameplay
* Rajout d'une région supplémentaire pour finir le jeu, et renommage de la dernière map en "Base Borea"
* Amélioration de la clarté du détecteur
* Les objectifs du tutoriel et les indications de jeu apparaissent désormais en haut de l'écran
* Changement des étapes du tutoriel
* Amélioration de la lisibilité du voyage dans le vaisseau (avec un décompte de distance jusqu'à la fin du jeu)
* Changement de la génération de map : la zone fertile est désormais uniquement au centre de la carte, les chunks sont également plus petits
* Changement des objectifs à réaliser ainsi que des recharges, seule 8 par région désormais
* Les modificateurs de région n'évoluent plus
2026-03-21 18:59:39 +01:00

152 lines
4.3 KiB
GDScript

extends Control
class_name Tutorial
const STEP_SCENE = preload("res://gui/game/tutorial/step_gui/step_gui.tscn")
signal succeded
var indicators : Array[InGameIndicator]
@export var player : Player
@export var region : Region
@export var game_gui : GameGui
@onready var steps : Array[Step] = [
Step.new(
"MOVE_WITH_RIGHT_CLICK_OR_WASD",
(func ():
return player.global_position.distance_to(region.data.player_spawn) > 30)
),
Step.new(
"CHANGE_ZOOM_WITH_Z_X",
(func ():
return GameInfo.settings_data.zoom != 1.)
),
Step.new(
"SELECT_ITEM_WITH_SCROLL_CLICK_OR_NUMBER",
(func ():
return player.data.inventory.current_item_ind != player.data.inventory.n_tools)
),
Step.new(
"LEFT_CLICK_TO_USE_ITEMS",
(func ():
return player.instruction is Player.ItemActionInstruction)
),
Step.new(
"USE_YOUR_DETECTOR_TO_FIND_THE_BATTERY",
(func ():
return player.position.distance_to(Vector2.ZERO) < 600)
),
Step.new(
"RECHARGE_IN_THE_RECHARGE_STATION",
(func ():
return region and region.data and region.data.charges != 10)
),
Step.new(
"DIG_A_TALION_VEIN_WITH_SHOVEL",
(func ():
for e in region.entity_container.get_children():
if e is ItemObject and e.item is Seed:
return true
return false)
),
Step.new(
"TAKE_A_SEED_BY_CLICKING_ON_IT",
(func ():
return player.data.inventory.items.find_custom(
func(i:Item): return i is Seed
) != -1)
),
Step.new(
"DROP_SEED_WITH_KEY",
(func ():
return (
Input.is_action_pressed("drop"))
)
),
Step.new(
"PLANT_SEED_IN_FERTILE_ZONE",
(func ():
for e in region.entity_container.get_children():
if e is Plant:
return true
return false)
),
Step.new(
"GAIN_FIRST_PLANT_POINT",
(func ():
return region.data.get_score() != 0)
),
Step.new(
"HARVEST_A_MATURE_PLANT",
(func ():
for e in region.entity_container.get_children():
if e is Plant and e.harvested:
return true
return false)
),
]
func _ready():
if region and region.data and "tutorial" in region.data.flags:
setup_gui()
show()
else:
hide()
func setup_gui():
for s in %Steps.get_children():
s.queue_free()
for s in steps:
var new_step = STEP_SCENE.instantiate() as TutorialStepGui
new_step.suceeded = false
new_step.text = s.get_text()
%Steps.add_child(new_step)
func _process(_d):
if region and region.data and "tutorial" in region.data.flags and not GameInfo.game_data.tutorial_done:
var success = true
for i in len(steps):
var step := steps[i]
var step_gui := %Steps.get_children()[i] as TutorialStepGui
step_gui.visible = i == 0 or steps[i-1].succeeded
if step_gui.visible:
var old_succeeded = step.succeeded
step.update_succeeded()
if old_succeeded != step.succeeded: # Put a delay so two state don't collide
return
step_gui.suceeded = step.succeeded
if not step.succeeded:
game_gui.objective_text = step.text
success = false
if success:
finish_tutorial()
func finish_tutorial():
GameInfo.game_data.tutorial_done = true
region.data.state = RegionData.State.SUCCEEDED
region.data.update()
succeded.emit()
class Step:
var text : String : get = get_text
var is_step_over_callable : Callable
var succeeded = false
func _init(
_text : String = "",
_is_step_over_callable : Callable = (func():return false)
):
text = _text
is_step_over_callable = _is_step_over_callable
func get_text() -> String:
return text
func update_succeeded() -> bool:
if not succeeded:
succeeded = is_step_over_callable.call()
return succeeded