feat: Introduce PlayerMovementManager to manage player movement, rotation, attack mode push mechanics, and grid-based collision detection.
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@@ -27,6 +27,7 @@ const TILE_OBSTACLE = 4 # Wall
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var hud_layer: CanvasLayer
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var phase_label: Label
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var mission_label: Label
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var red_tint_overlay: ColorRect
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func _ready():
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set_process(false)
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@@ -37,6 +38,13 @@ func _setup_hud():
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hud_layer.visible = false
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add_child(hud_layer)
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# Full-screen red tint overlay (below everything else in this layer, but above game)
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red_tint_overlay = ColorRect.new()
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red_tint_overlay.color = Color(1.0, 0.0, 0.0, 0.25) # Transparent red
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red_tint_overlay.set_anchors_preset(Control.PRESET_FULL_RECT) # Cover whole screen
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red_tint_overlay.visible = false # Hidden initially
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hud_layer.add_child(red_tint_overlay)
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var vbox = VBoxContainer.new()
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vbox.set_anchors_preset(Control.PRESET_TOP_RIGHT)
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vbox.offset_right = -20
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@@ -90,6 +98,10 @@ func _update_hud_visuals():
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if phase_label:
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phase_label.text = "PHASE: %s (%.0fs)" % [phase_name, max(0, phase_timer)]
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phase_label.add_theme_color_override("font_color", Color.GREEN if current_phase == Phase.GO else Color.RED)
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# Toggle Red Screen Tint
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if red_tint_overlay:
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red_tint_overlay.visible = (current_phase == Phase.STOP)
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var my_id = multiplayer.get_unique_id()
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if mission_label and player_missions.has(my_id):
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@@ -120,7 +132,7 @@ func start_game_mode():
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if multiplayer.is_server():
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activate_client_side() # Server also needs local processing
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_setup_arena()
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# _setup_arena() # REMOVED: Already explicitly called in main.gd _setup_host_game to prepare floor before spawns!
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_assign_missions()
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_start_phase(Phase.GO)
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else:
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@@ -133,11 +145,15 @@ func _start_phase(phase: Phase):
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phase_timer = GO_DURATION if phase == Phase.GO else STOP_DURATION
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var phase_name = "GO" if phase == Phase.GO else "STOP"
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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if multiplayer.get_peers().size() > 0:
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rpc("sync_phase", phase_name, phase_timer)
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if can_rpc():
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rpc("sync_phase", phase_name, phase_timer)
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emit_signal("phase_changed", phase_name, phase_timer)
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func can_rpc() -> bool:
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if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer.get_connection_status() != MultiplayerPeer.CONNECTION_CONNECTED:
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return false
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return true
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@rpc("authority", "call_local", "reliable")
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func sync_phase(phase_name: String, duration: float):
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if not is_active:
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@@ -152,9 +168,8 @@ func _setup_arena():
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print("[StopNGo] Setting up 22x10 Arena with Randomized Obstacles...")
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# Explicitly sync dimensions and clear grid on all clients
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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if multiplayer.get_peers().size() > 0:
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rpc("sync_arena_setup")
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if can_rpc():
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rpc("sync_arena_setup")
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# Apply locally for Server (RPC is call_remote)
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_apply_arena_setup()
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@@ -169,9 +184,9 @@ func _apply_arena_setup():
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var gridmap = get_node("/root/Main/EnhancedGridMap")
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if not gridmap: return
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# Set Size for Stop n Go
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gridmap.columns = 22
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gridmap.rows = 10
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# Set Size for Stop n Go explicitly, bypassing setters that wipe the map
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gridmap.set("columns", 22)
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gridmap.set("rows", 10)
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# Clear existing items on all layers
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gridmap.clear()
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@@ -232,7 +247,7 @@ func _apply_arena_setup():
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# Sync the WHOLE grid to all clients to ensure size and stripes are correct
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var main = get_node("/root/Main")
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if main and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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if main and can_rpc():
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# Gather all floor 0 and floor 1 data
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var floor0_data = gridmap.get_floor_data(0)
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var floor1_data = gridmap.get_floor_data(1)
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@@ -272,9 +287,8 @@ func _assign_missions():
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}
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idx += 1
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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if multiplayer.get_peers().size() > 0:
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rpc("sync_missions", player_missions)
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if can_rpc():
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rpc("sync_missions", player_missions)
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@rpc("authority", "call_local", "reliable")
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func sync_missions(missions: Dictionary):
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@@ -306,7 +320,7 @@ func _penalize_player(player_id: int):
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if player_node:
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# Don't reset mission progress!
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# Just Drop All Tiles (which already exist on player)
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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if can_rpc():
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player_node.rpc("drop_all_tiles")
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# Also send message
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@@ -331,9 +345,8 @@ func update_mission_progress(player_id: int, tile_id: int):
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if player_node:
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NotificationManager.send_message(player_node, "Mission Complete! Reach the Finish!", NotificationManager.MessageType.GOAL)
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if multiplayer.is_server() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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if multiplayer.get_peers().size() > 0:
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rpc("sync_mission_progress", player_id, mission["current"])
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if multiplayer.is_server() and can_rpc():
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rpc("sync_mission_progress", player_id, mission["current"])
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@rpc("any_peer", "call_local", "reliable")
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func sync_mission_progress(player_id: int, current: int):
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