feat: Implement the main game scene, initializing core managers, a new message bar system, and a pre-game countdown.

This commit is contained in:
2026-03-03 05:01:59 +08:00
parent e6dceaf173
commit 09d08093e2
4 changed files with 242 additions and 6 deletions
+5
View File
@@ -408,6 +408,11 @@ func _randomize_tiles_around_player(player: Node):
# Check if position is valid
if not enhanced_gridmap.is_position_valid(pos):
continue
# EXTRA CHECK: Do not spawn tiles on void (-1) or walls (4) on Floor 0
var floor_0_item = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if floor_0_item == -1 or floor_0_item == 4:
continue
# Check if there are tiles nearby or if empty
var current_item = enhanced_gridmap.get_cell_item(cell)
+29 -2
View File
@@ -11,11 +11,15 @@ extends StaticBody3D
func _ready():
add_to_group("StaticTektonStands")
print("Static Stand Ready: ", name)
print("Static Stand Ready: ", name)
# Clear 3x3 local GridMap void for late joiners
call_deferred("_clear_local_gridmap_area")
if multiplayer.is_server():
# Only randomize if not already set (Main.gd sets it now)
if shape_index == -1:
shape_index = randi() % 4
shape_index = randi() % 4
_update_mesh_from_index()
else:
# Client side:
@@ -27,6 +31,29 @@ func _ready():
# But just in case, we can try to request it or use a default
pass
func _clear_local_gridmap_area():
var main = get_tree().get_root().get_node_or_null("Main")
if not main: return
var gridmap = main.get_node_or_null("EnhancedGridMap")
if not gridmap or not "cell_size" in gridmap: return
var grid_x = int(round((global_position.x - gridmap.cell_size.x / 2.0) / gridmap.cell_size.x))
var grid_z = int(round((global_position.z - gridmap.cell_size.z / 2.0) / gridmap.cell_size.z))
var floor_count = 3
if "floors" in gridmap: floor_count = gridmap.floors
for dx in range(-1, 2):
for dy in range(-1, 2):
for f in range(floor_count):
gridmap.set_cell_item(Vector3i(grid_x + dx, f, grid_z + dy), -1)
# Force pathfinding update if methods exist
if gridmap.has_method("update_grid_data"):
gridmap.update_grid_data()
if gridmap.has_method("update_astar_costs"):
gridmap.update_astar_costs()
func _update_mesh_from_index():
if not mesh_instance: return