* modification de certains assets * optimisation de chunks * ajout d'un SceneManager * ajout d'un premier dialogue avec Demeter * changement des jour en charge * mise en place d'un système de run * etc...
113 lines
3.7 KiB
GDScript
113 lines
3.7 KiB
GDScript
extends CanvasLayer
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class_name GameGui
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const SCORE_ICON : Texture = preload("res://common/icons/growth.svg")
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func _ready():
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GameInfo.game_data.current_planet_data.updated.connect(_on_planet_updated)
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GameInfo.game_data.current_planet_data.plant_gaining_score.connect(_on_plant_gaining_score)
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GameInfo.game_data.player_data.updated.connect(_on_player_updated)
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GameInfo.game_data.player_data.inventory.updated.connect(_on_inventory_updated)
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planet_update(GameInfo.game_data.current_planet_data, false)
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player_update(GameInfo.game_data.player_data, false)
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inventory_update(GameInfo.game_data.player_data.inventory)
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%EnergyInfo.update_minimum_size()
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func _on_player_updated(player_data : PlayerData):
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player_update(player_data)
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func player_update(player_data : PlayerData, with_animation = true):
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var energy_count_text = "[b]%d[/b] / %d" % [player_data.energy, player_data.max_energy]
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if energy_count_text != %EnergyCount.text and with_animation:
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%EnergyAnimationPlayer.bounce()
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%EnergyCount.text = energy_count_text
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%EnergyInfo.modulate = Color.WHITE if player_data.energy > 0 else Color.RED
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func _on_inventory_updated(inventory : Inventory):
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inventory_update(inventory)
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func inventory_update(inventory : Inventory):
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%Inventory.update(inventory)
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func _on_planet_updated(planet_data : PlanetData):
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planet_update(planet_data)
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func planet_update(planet_data : PlanetData, with_animation = true):
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if planet_data:
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%ChargeCount.text = tr("%d_CHARGE_LEFT") % (planet_data.charges)
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var objective_progression_percent : float = (float(planet_data.garden_score) / float(planet_data.objective)) * 100
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%ObjectiveProgressText.text = "%d/%d" % [planet_data.garden_score, planet_data.objective]
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if with_animation:
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get_tree().create_tween().tween_property(
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%QuotaProgressBar,
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"value",
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objective_progression_percent,
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0.5,
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)
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else: %QuotaProgressBar.value = objective_progression_percent
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func _on_plant_gaining_score(plant: Plant, amount : int):
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for i in range(amount):
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var camera = get_viewport().get_camera_2d()
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var screen_size = get_viewport().get_visible_rect().size
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spawn_score_particle(
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plant.global_position - camera.global_position + screen_size / 2,
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%QuotaProgressBar.global_position + %QuotaProgressBar.size / 2,
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0.8
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)
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await get_tree().create_timer(0.3 / max(1,i)).timeout
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func spawn_score_particle(
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from_position,
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to_position,
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duration
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):
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var sprite_particle = Sprite2D.new()
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sprite_particle.texture = SCORE_ICON
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%ScoreParticles.add_child(sprite_particle)
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sprite_particle.position = from_position
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var tween = get_tree().create_tween()
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tween.set_trans(Tween.TransitionType.TRANS_SPRING)
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tween.tween_property(
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sprite_particle,
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"position",
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to_position,
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duration
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)
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await tween.finished
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sprite_particle.queue_free()
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func _on_player_action_tried_without_energy():
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$AnimationPlayer.play("no_energy_left")
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func _on_player_upgraded():
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$EffectAnimation.play("upgrade")
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func _on_planet_pass_day_started(planet):
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$PassDayAnimation.speed_scale = 1/(planet.PASS_DAY_ANIMATION_TIME)
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$PassDayAnimation.play("pass_day")
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await $PassDayAnimation.animation_finished
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$PassDayAnimation.speed_scale = 1
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func _on_planet_pass_day_ended(planet:Planet):
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if planet.data.charges == 1:
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%Announce.announce(
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tr("LAST_RECHARGE"),
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tr("%d_GARDEN_SCORE_LEFT") % [planet.data.objective - planet.garden.get_score()],
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Announce.RED_COLOR
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)
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