prout: pét illimité

Pour le moment et par manque de gameplay, je préfère choisir de ne pas
limiter le prout de quelque manière que ce soit. J'ai donc délibérément
supprimé du HUD la geauge de prout et aussi le fait que le prout se
recharge. Maintenant les fromages sont juste des fromages. Une sorte de
truc à ramasser mais qui sert à rien.

Le gameplay après le juyce.
This commit is contained in:
Thomas Lavocat
2023-10-15 15:56:00 +02:00
parent 750c2b11a5
commit 7fb656a28e
7 changed files with 18 additions and 227 deletions

View File

@@ -1,42 +1,23 @@
class_name HUD extends CanvasLayer
@onready var gauge1 := $FartGauge1 as FartGauge
@onready var gauge2 := $FartGauge2 as FartGauge
@onready var gauge3 := $FartGauge3 as FartGauge
@onready var shader := $TransitionShader
signal fart_reloaded()
signal screen_is_black()
signal screen_is_ready()
var cheese_number = 0
var gauges = []
func _ready() -> void:
gauge1.connect("reload_done", cheese_loaded)
gauge2.connect("reload_done", cheese_loaded)
gauge3.connect("reload_done", cheese_loaded)
gauges = [gauge1, gauge2, gauge3]
func got_lactase():
print("you got lactase, TODO HUD")
pass
func reset():
cheese_number = 0
for gauge in gauges:
gauge.reset()
func got_cheese(speed):
print("you got cheese, TODO HUD")
pass
func load_cheese(speed):
for gauge in gauges:
if gauge.load_cheese(speed):
return
func dash_fart():
for x in gauges.size():
var gauge = gauges[-x-1]
if gauge.dash_fart():
return
func cheese_loaded():
fart_reloaded.emit()
func dash():
print("you dashed, TODO HUD")
pass
func begin_scene_transition():
print("start scene transition")