feat(progression): XP, niveaux et popups flottants (+N XP)
Nouvel autoload PlayerProgress qui gagne de l'XP sur: - cassage de blocs (gain variable selon le type: perle, épave, coral > sand) - collecte de perles (+25) - crafting (+10) - paliers de profondeur atteints (+20 à 10/25/50/75/100m) HUD: barre XP + label niveau en bas centre, bannière "NIVEAU X" au level-up (son bulle + fade). Popup 3D "+N XP" spawn au point d'action. Boucle court-terme dopamine: chaque action = feedback visuel immédiat. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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67
scripts/progression/PlayerProgress.gd
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67
scripts/progression/PlayerProgress.gd
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extends Node
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signal xp_gained(amount: int, source: String, world_position: Vector3)
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signal xp_changed(current_xp: int, xp_for_next: int, level: int)
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signal level_up(new_level: int)
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const XP_BREAK_DEFAULT: int = 2
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const XP_BREAK_BY_BLOCK: Dictionary = {
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2: 1, # sand
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3: 2, # rock
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4: 5, # coral rouge
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5: 5, # coral bleu
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6: 1, # kelp
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7: 8, # epave
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8: 3, # glace
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}
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const XP_PEARL: int = 25
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const XP_CRAFT: int = 10
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const XP_ECHOLOCATE: int = 3
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const XP_KILL_HOSTILE: int = 15
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const XP_DEPTH_MILESTONE: int = 20
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var current_xp: int = 0
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var level: int = 1
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var _reached_depths: Array[int] = []
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func _ready() -> void:
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emit_state()
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func xp_for_level(lv: int) -> int:
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return 50 + (lv - 1) * 40 + (lv - 1) * (lv - 1) * 10
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func xp_for_next() -> int:
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return xp_for_level(level)
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func award(amount: int, source: String = "", world_pos: Vector3 = Vector3.ZERO) -> void:
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if amount <= 0:
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return
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current_xp += amount
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xp_gained.emit(amount, source, world_pos)
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while current_xp >= xp_for_next():
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current_xp -= xp_for_next()
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level += 1
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level_up.emit(level)
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emit_state()
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func award_block_break(block_id: int, world_pos: Vector3) -> void:
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var gain: int = XP_BREAK_BY_BLOCK.get(block_id, XP_BREAK_DEFAULT)
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award(gain, "bloc", world_pos)
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func emit_state() -> void:
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xp_changed.emit(current_xp, xp_for_next(), level)
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func note_depth(depth_m: int) -> void:
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var milestones: Array[int] = [10, 25, 50, 75, 100]
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for m: int in milestones:
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if depth_m >= m and not _reached_depths.has(m):
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_reached_depths.append(m)
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award(XP_DEPTH_MILESTONE, "profondeur %dm" % m, Vector3.ZERO)
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42
scripts/progression/XpPopup.gd
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42
scripts/progression/XpPopup.gd
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extends Node3D
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var _label: Label3D = null
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var _elapsed: float = 0.0
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var _lifetime: float = 1.4
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var _drift: float = 1.6
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static func spawn(parent: Node, text: String, world_pos: Vector3, color: Color = Color(1.0, 0.9, 0.2)) -> void:
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var popup := Node3D.new()
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popup.set_script(load("res://scripts/progression/XpPopup.gd"))
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parent.add_child(popup)
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popup.global_position = world_pos
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popup.configure(text, color)
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func configure(text: String, color: Color) -> void:
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_label = Label3D.new()
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_label.text = text
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_label.font_size = 54
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_label.outline_size = 6
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_label.modulate = color
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_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
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_label.no_depth_test = true
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_label.render_priority = 4
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_label.pixel_size = 0.008
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add_child(_label)
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func _process(delta: float) -> void:
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_elapsed += delta
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var t: float = _elapsed / _lifetime
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position.y += _drift * delta
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if _label != null:
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var alpha: float = 1.0 - clampf(t, 0.0, 1.0)
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var c: Color = _label.modulate
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c.a = alpha
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_label.modulate = c
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var scale_factor: float = 1.0 + (1.0 - alpha) * 0.4
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_label.scale = Vector3.ONE * scale_factor
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if _elapsed >= _lifetime:
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queue_free()
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