feat: Overhaul of the Game Over UI, custom texture integrations, and fixing visual artifacts.

This commit is contained in:
2026-04-02 06:26:06 +08:00
parent f2739841c6
commit 362f8eda98
55 changed files with 1442 additions and 297 deletions
+21 -11
View File
@@ -14,6 +14,7 @@ var active_safe_zone_rects: Array[Rect2i] = []
var spawned_safe_zones: int = 0
var _safe_zone_animating: bool = false
var _outline_nodes: Array[Node3D] = [] # Track perimeter outline containers for cleanup
var _cached_safe_zone_mesh: Mesh = null
# Power-Up Tile Spawning
const POWERUP_TILES = [11, 14] # Speed, Ghost (Freeze and Wall excluded in this mode)
@@ -654,7 +655,10 @@ func _animate_safe_zone_appear():
_safe_zone_animating = false
return
var original_mesh = gridmap.mesh_library.get_item_mesh(TILE_SAFE)
if not _cached_safe_zone_mesh:
_cached_safe_zone_mesh = gridmap.mesh_library.get_item_mesh(TILE_SAFE)
var original_mesh = _cached_safe_zone_mesh
if not is_instance_valid(original_mesh):
_safe_zone_animating = false
return
@@ -854,12 +858,10 @@ func _animate_safe_zone_disappear():
var cur_mat = cur_mesh.material
if not is_instance_valid(cur_mat): return
var fade_mat: StandardMaterial3D = cur_mat.duplicate()
var fade_mesh = cur_mesh.duplicate()
fade_mesh.material = fade_mat
gridmap.mesh_library.set_item_mesh(TILE_SAFE, fade_mesh)
# Instead of continuously duplicating, use the current duplicated material for tweening.
var fade_mat: StandardMaterial3D = cur_mat
var start_alpha: float = cur_mat.albedo_color.a
var start_alpha: float = fade_mat.albedo_color.a
var tween = create_tween()
# Phase 1 — Flicker brighten: alpha → 0.95 in 0.15s (warn the player)
@@ -895,6 +897,17 @@ func _animate_safe_zone_disappear():
func(a: float): if is_instance_valid(omat): omat.albedo_color.a = a,
1.0, 0.0, 0.4
).set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_EXPO)
# Wait for animation to finish, then free outlines locally
await get_tree().create_timer(0.6).timeout
for outline in _outline_nodes:
if is_instance_valid(outline):
outline.queue_free()
_outline_nodes.clear()
# Restore the original safe zone mesh to prevent material/alpha leakage
if _cached_safe_zone_mesh and gridmap and gridmap.mesh_library:
gridmap.mesh_library.set_item_mesh(TILE_SAFE, _cached_safe_zone_mesh)
func _clear_dynamic_safe_zones():
var gridmap = get_parent().get_node_or_null("EnhancedGridMap")
@@ -926,11 +939,8 @@ func _clear_dynamic_safe_zones():
active_safe_zone_rects.clear()
spawned_safe_zones = 0
# Free all outline containers now that the animation has finished
for outline in _outline_nodes:
if is_instance_valid(outline):
outline.queue_free()
_outline_nodes.clear()
# Outline deletion and mesh restoration is now handled locally by each client
# at the end of _animate_safe_zone_disappear()
func _scatter_player_tiles(player_node: Node):
"""Server: Take all tiles from player's playerboard and scatter them onto nearby grid cells."""
+22 -20
View File
@@ -194,17 +194,21 @@ func _process(delta):
rotation = carrier.rotation
_update_prompt_label()
if prompt_container and prompt_container.visible:
var time = Time.get_ticks_msec() / 1000.0
prompt_container.position.y = 2.4 + sin(time * 5.0) * 0.15
var mesh_cache: Array[MeshInstance3D] = []
var original_scales: Array[Vector3] = []
var prompt_label: Label3D
var prompt_container: Node3D
@onready var SettingsManager = get_node_or_null("/root/SettingsManager")
func _update_prompt_label():
if not prompt_label: return
if not prompt_container: return
if is_static_turret or is_carried or is_thrown or is_recovering:
prompt_label.visible = false
prompt_container.visible = false
return
var authority_player = null
@@ -215,40 +219,38 @@ func _update_prompt_label():
break
if not authority_player:
prompt_label.visible = false
prompt_container.visible = false
return
# Check distance
var player_pos = Vector2(authority_player.current_position.x, authority_player.current_position.y)
var tekton_pos = Vector2(current_position.x, current_position.y)
if player_pos.distance_to(tekton_pos) > 1.5:
prompt_label.visible = false
prompt_container.visible = false
return
# Check power bar
var pw_mgr = authority_player.get_node_or_null("PowerUpManager")
if pw_mgr and pw_mgr.current_boost >= (pw_mgr.MAX_BOOST - 1):
prompt_label.visible = true
prompt_container.visible = true
else:
prompt_label.visible = false
prompt_container.visible = false
func _ready():
# Cache meshes and their initial scales
_cache_meshes(self)
prompt_label = Label3D.new()
var shortcut_text = "G"
if SettingsManager and SettingsManager.has_method("get_control_text"):
shortcut_text = SettingsManager.get_control_text("tekton_grab")
prompt_label.text = "[ " + str(shortcut_text) + " ]"
prompt_label.font_size = 64
prompt_label.outline_size = 12
prompt_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
prompt_label.no_depth_test = true
prompt_label.position = Vector3(0, 1.8, 0)
prompt_label.modulate = Color(1.0, 0.9, 0.0) # Yellow text
prompt_label.visible = false
add_child(prompt_label)
prompt_container = get_node_or_null("InteractionPrompt")
if prompt_container:
prompt_container.visible = false
var key_label = prompt_container.get_node_or_null("KeyLabel")
if key_label:
var shortcut_text = "G"
if SettingsManager and SettingsManager.has_method("get_control_text"):
shortcut_text = SettingsManager.get_control_text("tekton_grab")
key_label.text = "[ " + str(shortcut_text) + " ]"
else:
push_warning("[Tekton] 'InteractionPrompt' node missing. UI will not appear.")
func _cache_meshes(node: Node):
if node is MeshInstance3D:
+62 -4
View File
@@ -19,7 +19,10 @@ signal rematch_pressed
@onready var player_score_label := %PlayerScoreLabel as Label
@onready var completion_value := %CompletionValue as Label
@onready var score_value := %ScoreValue as Label
@onready var rank_value := %RankValue as Label
@onready var rank_value := %RankValue as Panel
# Content Panel
@onready var content_panel := %ContentPanel as PanelContainer
# Rank List tab
@onready var rank_list_content := %RankListContent as VBoxContainer
@@ -87,7 +90,48 @@ func _ready() -> void:
func _switch_tab(show_race_result: bool) -> void:
race_result_content.visible = show_race_result
rank_list_content.visible = not show_race_result
tab_title_label.text = "RACE RESULT" if show_race_result else "RANK LIST"
if tab_title_label:
tab_title_label.text = "RACE RESULT" if show_race_result else "RANK LIST"
# Tab button styles
var tex_avail_normal = preload("res://assets/graphics/gui/game_over_panel/Button_avail.png")
var tex_avail_click = preload("res://assets/graphics/gui/game_over_panel/Button_avail_click.png")
var tex_avail_hover = preload("res://assets/graphics/gui/game_over_panel/Button_avail_expand.png")
var tex_unavail_normal = preload("res://assets/graphics/gui/game_over_panel/Button_unavail.png")
var tex_unavail_click = preload("res://assets/graphics/gui/game_over_panel/Button_unavail_click.png")
if show_race_result:
race_result_tab_btn.add_theme_stylebox_override("normal", _get_stylebox(tex_avail_normal))
race_result_tab_btn.add_theme_stylebox_override("pressed", _get_stylebox(tex_avail_click))
race_result_tab_btn.add_theme_stylebox_override("hover", _get_stylebox(tex_avail_hover))
rank_list_tab_btn.add_theme_stylebox_override("normal", _get_stylebox(tex_unavail_normal))
rank_list_tab_btn.add_theme_stylebox_override("pressed", _get_stylebox(tex_unavail_click))
rank_list_tab_btn.add_theme_stylebox_override("hover", _get_stylebox(tex_unavail_normal))
else:
race_result_tab_btn.add_theme_stylebox_override("normal", _get_stylebox(tex_unavail_normal))
race_result_tab_btn.add_theme_stylebox_override("pressed", _get_stylebox(tex_unavail_click))
race_result_tab_btn.add_theme_stylebox_override("hover", _get_stylebox(tex_unavail_normal))
rank_list_tab_btn.add_theme_stylebox_override("normal", _get_stylebox(tex_avail_normal))
rank_list_tab_btn.add_theme_stylebox_override("pressed", _get_stylebox(tex_avail_click))
rank_list_tab_btn.add_theme_stylebox_override("hover", _get_stylebox(tex_avail_hover))
# Content Panel Background
var bg_tex = preload("res://assets/graphics/gui/game_over_panel/raceresult.png") if show_race_result else preload("res://assets/graphics/gui/game_over_panel/ranklist.png")
var bg_style = StyleBoxTexture.new()
bg_style.texture = bg_tex
# Must match margins from tscn: left 50, top 180, right 80, bottom 20
bg_style.content_margin_left = 50
bg_style.content_margin_top = 180
bg_style.content_margin_right = 80
bg_style.content_margin_bottom = 20
content_panel.add_theme_stylebox_override("panel", bg_style)
func _get_stylebox(tex: Texture2D) -> StyleBoxTexture:
var sb = StyleBoxTexture.new()
sb.texture = tex
return sb
# -------------------------------------------------------------------------
# Data Population (called by main.gd)
@@ -119,14 +163,21 @@ func setup(player_scores: Array, local_peer_id: int) -> void:
player_score_label.text = str(local_score)
completion_value.text = "%dx" % local_goal_count
score_value.text = str(local_score)
rank_value.text = _get_ordinal(local_rank + 1)
# Update RankValue Panel texture based on rank
var rank_str = _get_ordinal(local_rank + 1)
var rank_tex_path = "res://assets/graphics/gui/game_over_panel/%s.png" % rank_str
if ResourceLoader.exists(rank_tex_path):
var rank_tex = load(rank_tex_path)
var rank_style = StyleBoxTexture.new()
rank_style.texture = rank_tex
rank_value.add_theme_stylebox_override("panel", rank_style)
# Rank color
var rank_color := Color(0.95, 0.75, 0.1) # Gold
if local_rank == 1: rank_color = Color(0.75, 0.75, 0.75) # Silver
elif local_rank == 2: rank_color = Color(0.8, 0.5, 0.2) # Bronze
elif local_rank > 2: rank_color = Color(0.6, 0.6, 0.6)
rank_value.add_theme_color_override("font_color", rank_color)
player_rank_label.add_theme_color_override("font_color", rank_color)
# --- Rank List tab ---
@@ -199,6 +250,13 @@ func _setup_3d_preview() -> void:
if not character_root:
return
_anim_player = character_root.get_node_or_null("AnimationPlayer")
_set_layers_recursive(character_root, 512)
func _set_layers_recursive(node: Node, layer_mask: int) -> void:
if node is VisualInstance3D:
node.layers = layer_mask
for child in node.get_children():
_set_layers_recursive(child, layer_mask)
func _update_3d_preview(character_name: String) -> void:
if not character_root: