Files
dauphincraft/scripts/world/PearlSpawner.gd
Poulpe (Silver Surfer deploy) 984754183f 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>
2026-04-20 18:08:26 +00:00

125 lines
3.3 KiB
GDScript

extends Node3D
@export var player: NodePath = NodePath("")
@export var spawn_radius: float = 28.0
@export var despawn_radius: float = 55.0
@export var max_pearls: int = 3
const PEARL_SCENE: String = "res://scenes/world/Pearl.tscn"
const SPAWN_INTERVAL: float = 9.0
var _player_node: CharacterBody3D = null
var _chunk_manager: Node = null
var _pearls: Array[Area3D] = []
var _timer: float = 0.0
func _ready() -> void:
_resolve_player()
_find_chunk_manager()
func _resolve_player() -> void:
if not player.is_empty():
var n: Node = get_node_or_null(player)
if n is CharacterBody3D:
_player_node = n
if _player_node == null:
var players := get_tree().get_nodes_in_group("player")
if players.size() > 0:
_player_node = players[0] as CharacterBody3D
func _find_chunk_manager() -> void:
var cm: Node = get_node_or_null("/root/Main/World/ChunkManager")
if cm != null:
_chunk_manager = cm
func _physics_process(delta: float) -> void:
_timer += delta
if _timer < SPAWN_INTERVAL:
return
_timer = 0.0
_resolve_player()
_tick()
func _tick() -> void:
if not is_instance_valid(_player_node):
return
_cull()
if _pearls.size() >= max_pearls:
return
var pos: Vector3 = _random_spawn_pos()
if not _is_valid_spawn(pos):
return
var packed: PackedScene = load(PEARL_SCENE)
if packed == null:
return
var pearl: Area3D = packed.instantiate() as Area3D
if pearl == null:
return
get_tree().current_scene.add_child(pearl)
pearl.global_position = pos
if pearl.has_signal("collected"):
pearl.collected.connect(_on_pearl_collected)
_pearls.append(pearl)
func _random_spawn_pos() -> Vector3:
var player_pos: Vector3 = _player_node.global_position
var angle: float = randf_range(0.0, TAU)
var dist: float = randf_range(12.0, spawn_radius)
# Pearls float just above the seabed in the shallow-to-mid zone.
var depth: float = randf_range(-22.0, 0.0)
return Vector3(
player_pos.x + cos(angle) * dist,
depth,
player_pos.z + sin(angle) * dist
)
func _is_valid_spawn(pos: Vector3) -> bool:
if _chunk_manager == null:
return true
if not _chunk_manager.has_method("get_block"):
return true
var block_id: int = _chunk_manager.call("get_block", pos)
# Avoid spawning inside solid blocks (ids 2..9)
if block_id >= 2 and block_id <= 9:
return false
return true
func _cull() -> void:
if not is_instance_valid(_player_node):
return
var ppos: Vector3 = _player_node.global_position
var i: int = _pearls.size() - 1
while i >= 0:
if not is_instance_valid(_pearls[i]):
_pearls.remove_at(i)
elif _pearls[i].global_position.distance_to(ppos) > despawn_radius:
_pearls[i].queue_free()
_pearls.remove_at(i)
i -= 1
func _on_pearl_collected(item_id: int) -> void:
var main: Node = get_tree().get_first_node_in_group("main")
if main == null or not ("inventory" in main):
return
main.inventory.add_item(item_id, 1)
var am: Node = get_node_or_null("/root/AudioManager")
var player_pos: Vector3 = Vector3.ZERO
if is_instance_valid(_player_node):
player_pos = _player_node.global_position
if am != null and am.has_method("play_bubble_sfx") and is_instance_valid(_player_node):
am.call("play_bubble_sfx", player_pos)
var pp: Node = get_node_or_null("/root/PlayerProgress")
if pp != null:
pp.award(pp.XP_PEARL, "perle", player_pos)
if main.has_method("_spawn_xp_popup"):
main.call("_spawn_xp_popup", pp.XP_PEARL, player_pos + Vector3(0, 1.2, 0))