Files
seeding-planets/gui/game/tutorial/scripts/tutorial.gd
Zacharie Guet d45fab6a3d Feature pour l'alpha 1.3
* Ajout d'un mode infini (pour nos hard core gamers)
* Ajout d'un message de découverte d'un nouvel outil
* Séparation de la pelle en deux outils : la pioche et la fourche
* Amélioration de la lisibilité des capsules d'énergies
* Changement léger des texture du sol et de la pierre
* Correction d'un bug lors du clic frénétique sur le porte de sortie du vaisseau
* Ajout d'un icône de recharge
* Fix de la mutation Ancien qui ne s'améliorait pas au niveau 4

+ début de dev des artefacts avec un distributeur
2026-03-27 17:28:20 +01:00

160 lines
4.8 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.),
(func (): GameInfo.game_data.player_data.inventory.add_item(Detector.new()))
),
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 not region.data.in_passing_day_animation and region.data.charges != RegionParameter.DEFAULT_CHARGE),
(func (): GameInfo.game_data.player_data.inventory.add_item(Pickaxe.new()))
),
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 and region.data and not region.data.in_passing_day_animation and region.data.get_score() != 0),
(func (): GameInfo.game_data.player_data.inventory.add_item(Fork.new()))
),
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 on_succeeded : Callable
var succeeded = false
func _init(
_text : String = "",
_is_step_over_callable : Callable = (func():return false),
_on_succeeded : Callable = (func():return false)
):
text = _text
is_step_over_callable = _is_step_over_callable
on_succeeded = _on_succeeded
func get_text() -> String:
return text
func update_succeeded() -> bool:
if not succeeded:
succeeded = is_step_over_callable.call()
if succeeded:
on_succeeded.call()
return succeeded