feat: Implement PortalDoor functionality and integrate PortalModeManager for the Tekton Doors game mode.

This commit is contained in:
Yogi Wiguna
2026-03-02 12:17:36 +08:00
parent a7442bb1a6
commit 1425dff93e
5 changed files with 148 additions and 15 deletions
+109 -12
View File
@@ -17,10 +17,14 @@ var doors = [] # List of PortalDoor nodes
var swap_timer: Timer
var tile_refresh_timer: Timer
var finish_spawned: bool = false
var missions_required: int = 3
var missions_required: int = 8
var arena_setup_done: bool = false
var player_portal_cooldowns: Dictionary = {}
var hud_layer: CanvasLayer
var mission_label: Label
var _has_notified_mission_complete: bool = false
func initialize(p_main: Node, p_gridmap: Node):
main = p_main
gridmap = p_gridmap
@@ -52,6 +56,9 @@ func initialize(p_main: Node, p_gridmap: Node):
var gcm = main.get_node_or_null("GoalsCycleManager")
if gcm:
gcm.global_timer_updated.connect(_on_global_timer_updated)
gcm.goal_count_updated.connect(_on_goal_count_updated)
_setup_hud()
func _on_global_timer_updated(time_remaining: float):
if not multiplayer.is_server(): return
@@ -78,6 +85,14 @@ func start_game_mode():
# Initial Tile Spawn
_refresh_tiles()
# Show HUD
_activate_hud()
func _activate_hud():
if hud_layer:
hud_layer.visible = true
_update_hud_visuals()
func setup_arena_locally():
"""Sets up GridMap size and walls. Called on host and clients."""
@@ -119,6 +134,69 @@ func get_spawn_points() -> Array[Vector2i]:
Vector2i(10, 10) # Room 3
]
func _setup_hud():
hud_layer = CanvasLayer.new()
hud_layer.layer = 5
hud_layer.visible = false
add_child(hud_layer)
var bottom_container = CenterContainer.new()
bottom_container.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
bottom_container.grow_horizontal = Control.GROW_DIRECTION_BOTH
bottom_container.grow_vertical = Control.GROW_DIRECTION_BEGIN
bottom_container.offset_bottom = -50
hud_layer.add_child(bottom_container)
mission_label = Label.new()
mission_label.text = "GOALS (0/8)"
mission_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
var custom_font = load("res://assets/fonts/Nougat-ExtraBlack.ttf")
if custom_font: mission_label.add_theme_font_override("font", custom_font)
mission_label.add_theme_font_size_override("font_size", 28)
mission_label.add_theme_color_override("font_outline_color", Color.BLACK)
mission_label.add_theme_constant_override("outline_size", 8)
bottom_container.add_child(mission_label)
# Initial update
_update_hud_visuals()
func _update_hud_visuals():
if not mission_label: return
var my_id = multiplayer.get_unique_id()
var gcm = main.get_node_or_null("GoalsCycleManager")
var completed_count = gcm.player_goal_counts.get(my_id, 0) if gcm else 0
mission_label.text = "GOALS (%d/%d)" % [completed_count, missions_required]
if completed_count >= missions_required:
mission_label.text = "ALL GOALS COMPLETE!\nFIND THE FINISH ROOM!"
mission_label.add_theme_color_override("font_color", Color.GOLD)
if not _has_notified_mission_complete:
_has_notified_mission_complete = true
var player_node = main.get_node_or_null(str(my_id))
if player_node:
NotificationManager.send_message(player_node, "ALL GOALS COMPLETE!", NotificationManager.MessageType.GOAL)
else:
mission_label.add_theme_color_override("font_color", Color.WHITE)
_has_notified_mission_complete = false
func is_mission_complete(peer_id: int) -> bool:
var gcm = main.get_node_or_null("GoalsCycleManager")
if not gcm: return false
return gcm.player_goal_counts.get(peer_id, 0) >= missions_required
func check_win_condition(player_id: int, pos: Vector2i) -> bool:
# 1. Check if on finish tile
var tile = gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
if tile != 3: return false
# 2. Check missions
return is_mission_complete(player_id)
func _setup_room_partitions():
for i in range(GRID_SIZE):
# Vertical wall (middle columns)
@@ -308,28 +386,47 @@ func _on_global_goal_count_updated(_peer_id: int, _count: int):
# Mission requirement removed in favor of time-based finish reveal
pass
func _on_goal_count_updated(peer_id: int, _count: int):
if peer_id == multiplayer.get_unique_id():
_update_hud_visuals()
func _spawn_finish_room():
print("[PortalModeManager] Time is running out! Revealing Finish Room...")
finish_spawned = true
# Choose a random center room spawn point to place the finish tile
var room_centers = get_spawn_points()
var center = room_centers[randi() % room_centers.size()]
# Choose a random room quadrant index (0 to 3)
var room_idx = randi() % 4
# Place finish tile (ID 3) on Floor 1 (Y=1)
# We use current_position as spawn point centers are guaranteed to be walkable
# IMPORTANT: Change the floor tile (Floor 0) to item ID 3 (Goal/Finish)
main.rpc("sync_grid_item", center.x, 0, center.y, 3)
# Determine center for the selected room quadrant (7x7 rooms)
var x_center = 3 if (room_idx == 0 or room_idx == 2) else 10
var z_center = 3 if (room_idx == 0 or room_idx == 1) else 10
# Clear any item on Floor 1 above the finish tile
main.rpc("sync_grid_item", center.x, 1, center.y, -1)
# Determine 3x3 bounds around the center
var x_start = x_center - 1
var x_end = x_center + 2 # exclusive for range()
var z_start = z_center - 1
var z_end = z_center + 2 # exclusive for range()
print("[PortalModeManager] Converting 3x3 area in Room %d (X:%d-%d, Z:%d-%d) to Finish Tiles" % [room_idx, x_start, x_end-1, z_start, z_end-1])
# Iterate through the 3x3 area
for x in range(x_start, x_end):
for z in range(z_start, z_end):
# Only convert walkable floor tiles (Item ID 0) on Floor 0
var floor_0_item = gridmap.get_cell_item(Vector3i(x, 0, z))
if floor_0_item == 0:
# Change Floor 0 tile to Finish Tile (ID 3)
main.rpc("sync_grid_item", x, 0, z, 3)
# Clear any item on Floor 1 above this tile
main.rpc("sync_grid_item", x, 1, z, -1)
# Visual update for server
if gridmap.has_method("update_grid_data"):
gridmap.update_grid_data()
main.rpc("display_message", "[ALARM] THE FINISH ROOM HAS APPEARED!")
main.rpc("broadcast_message", "SYSTEM", "The Finish Tile is in Room %d!" % _get_room_index(center), 4) # 4 = MessageType.WARNING
main.rpc("broadcast_message", "SYSTEM", "A 3x3 Finish Zone has appeared in Room %d!" % room_idx, 4) # 4 = MessageType.WARNING
func _get_room_index(pos: Vector2i) -> int:
if pos.x < 7 and pos.y < 7: return 0
@@ -393,7 +490,7 @@ func handle_portal_interaction(player, door):
var current_time = Time.get_ticks_msec()
if player_portal_cooldowns.has(player.name):
if current_time - player_portal_cooldowns[player.name] < 3000:
if current_time - player_portal_cooldowns[player.name] < 1000:
return
player_portal_cooldowns[player.name] = current_time
+1 -1
View File
@@ -35,7 +35,7 @@ func _on_body_entered(body: Node3D):
if body.is_in_group("Players") or body.get("is_bot"):
var current_time = Time.get_ticks_msec()
if body.has_meta("last_portal_time"):
if current_time - body.get_meta("last_portal_time") < 3000:
if current_time - body.get_meta("last_portal_time") < 1000:
return
body.set_meta("last_portal_time", current_time)