seeding-planets/gui/game/tutorial/scripts/tutorial.gd
Zacharie Guet 099f8bb1be divers changements pour la sortie du second proto
* ajout du panneau solaire #54
* ajout d'un tutoriel #53
* equilibrage du jeu #73
* ajout d'un son pour l'annonce
2025-09-26 16:56:35 +02:00

169 lines
5.1 KiB
GDScript

extends Control
class_name Tutorial
const INDICATOR_SCENE = preload("res://gui/game/tutorial/in_game_indicator/in_game_indicator.tscn")
var indicators : Array[InGameIndicator]
@export var camera : Camera2D
@export var player : Player
@onready var steps : Array[Step] = [
TakeShovelStep.new(),
DigLootStep.new(),
TakeSeedStep.new(),
PlantSeedStep.new(),
RechargeStep.new(),
WaitMaturePlant.new(),
HarvestMaturePlant.new(),
]
var actual_step : Step = null : set = pass_to_step
func _process(_d):
if not GameInfo.game_data.tutorial_done:
if not actual_step and len(steps):
destroy_indicators()
pass_to_step(steps.pop_front())
if player and actual_step and actual_step.is_step_over(player):
destroy_indicators()
if len(steps):
pass_to_step(steps.pop_front())
else :
GameInfo.game_data.tutorial_done = true
func destroy_indicators():
for i in indicators:
i.queue_free()
indicators = []
func pass_to_step(new_step : Step):
actual_step = new_step
indicators = new_step.generate_indicators(camera, player)
for i in indicators:
add_child(i)
class Step:
func generate_indicator(cam : Camera2D, text : String) -> InGameIndicator:
var new_indicator : InGameIndicator = INDICATOR_SCENE.instantiate()
new_indicator.setup(
cam,
text
)
return new_indicator
func generate_indicators(_cam : Camera2D, _player : Player) -> Array[InGameIndicator]:
return []
func is_step_over(p : Player) -> bool:
return true
class TakeShovelStep extends Step:
func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
for entity in p.planet.entityContainer.get_children():
if entity is ItemObject and entity.item is Shovel:
var indicator = generate_indicator(cam, "Take the Shovel")
indicator.follow_entity(entity)
return [
indicator
]
printerr("No Shovel found...")
return []
func is_step_over(p : Player) -> bool:
return p.inventory.length() > 0
class DigLootStep extends Step:
func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
var indicators : Array[InGameIndicator] = []
for entity in p.planet.entityContainer.get_children():
if entity is UndergroundLoot:
var indicator = generate_indicator(cam, "Dig Underground Loot")
indicator.follow_entity(entity)
indicators.append(
indicator
)
return indicators
func is_step_over(p : Player) -> bool:
for entity in p.planet.entityContainer.get_children():
if entity is ItemObject and entity.item is Seed:
return true
return false
class TakeSeedStep extends Step:
func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
var indicators : Array[InGameIndicator] = []
for entity in p.planet.entityContainer.get_children():
if entity is ItemObject and entity.item is Seed:
var indicator = generate_indicator(cam, "Take a seed")
indicator.follow_entity(entity)
indicators.append(
indicator
)
return indicators
func is_step_over(p : Player) -> bool:
for item in p.inventory.items:
if item is Seed:
return true
return false
class PlantSeedStep extends Step:
func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
var indicator = generate_indicator(cam, "Plant the seed in decontamined zone")
indicator.follow_game_position(Vector2(60,60) + p.planet.entityContainer.global_position)
return [indicator]
func is_step_over(p : Player) -> bool:
for entity in p.planet.entityContainer.get_children():
if entity is Plant:
return true
return false
class RechargeStep extends Step:
func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
for entity in p.planet.entityContainer.get_children():
var indicator = generate_indicator(cam, "Recharge to pass days")
indicator.follow_entity(entity)
if entity is RechargeStation:
return [
indicator
]
printerr("No Recharge Station found...")
return []
func is_step_over(p : Player) -> bool:
return p.planet.day > 1
class WaitMaturePlant extends Step:
func generate_indicators(_cam : Camera2D, _p: Player) -> Array[InGameIndicator]:
return []
func is_step_over(p : Player) -> bool:
for entity in p.planet.entityContainer.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
return true
return false
class HarvestMaturePlant extends Step:
var mature_plant_number : int = 0
func generate_indicators(cam : Camera2D, p: Player) -> Array[InGameIndicator]:
var indicators : Array[InGameIndicator] = []
for entity in p.planet.entityContainer.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
var indicator = generate_indicator(cam, "Harvest mature plants with shovel")
indicator.follow_entity(entity)
indicators.append(
indicator
)
mature_plant_number += 1
return indicators
func is_step_over(p : Player) -> bool:
var actual_mature_plant_number = 0
for entity in p.planet.entityContainer.get_children():
if entity is Plant and entity.state == Plant.State.MATURE:
actual_mature_plant_number += 1
return mature_plant_number != actual_mature_plant_number