fix(candy-survival): resolve persistent candy color bugs, sync HUD scores and counts, bypass Mekton face delivery requirement, and correct STAR/COIN color switch

This commit is contained in:
2026-07-08 15:37:23 +08:00
parent 950b1969d8
commit 38d09a50e7
5 changed files with 53 additions and 14 deletions
+3 -1
View File
@@ -1409,7 +1409,7 @@ func _on_peer_connected(new_peer_id: int):
var player_goals = GoalManager.preset_goals[player_index].duplicate()
player.goals = player_goals
# Update goals UI for all clients
call_deferred("_deferred_set_player_goals", new_peer_id, player_goals)
rpc("sync_player_goals", new_peer_id, player_goals)
@rpc
func add_newly_connected_player_character(new_peer_id: int):
@@ -2041,6 +2041,8 @@ func request_full_grid_sync():
if stop_n_go_manager.player_missions.has(sender_id):
var mission_dict = {sender_id: stop_n_go_manager.player_missions[sender_id]}
stop_n_go_manager.rpc_id(sender_id, "sync_missions", mission_dict)
elif LobbyManager.game_mode == "Candy Survival" and candy_survival_manager:
candy_survival_manager.sync_state_to_player(sender_id)
# For all modes, only sync Floor 1 (Items) to prevent MTU packet overflow.
# Floor 0 logic is deterministic and generated locally on level load.
+3 -3
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@@ -624,12 +624,12 @@ func sync_candy_stack(colors: Array) -> void:
var candy_colors = {
0: Color(1.0, 0.3, 0.3), # HEART = red
1: Color(0.3, 0.6, 1.0), # DIAMOND = blue
2: Color(1.0, 0.8, 0.0), # STAR = gold
3: Color(0.0, 1.0, 0.4), # COIN = green
2: Color(0.0, 1.0, 0.4), # STAR = green
3: Color(1.0, 0.8, 0.0), # COIN = gold
}
for i in range(colors.size()):
var color_id = colors[i]
var color_id = int(colors[i])
var base_color = candy_colors.get(color_id, Color.WHITE)
var candy = _candy_scene.instantiate()
candy.position = Vector3(0, i * 0.35, 0)
@@ -34,8 +34,8 @@ func set_face_color_rpc(color_index: int) -> void:
match color_index:
0: c = Color(1.0, 0.2, 0.2) # HEART (Red)
1: c = Color(0.2, 0.4, 1.0) # DIAMOND (Blue)
2: c = Color(1.0, 0.9, 0.2) # STAR (Yellow)
3: c = Color(1.0, 0.6, 0.0) # COIN (Orange/Gold)
2: c = Color(0.0, 1.0, 0.4) # STAR (Green)
3: c = Color(1.0, 0.8, 0.0) # COIN (Gold/Yellow)
face_material.albedo_color = c
face_material.emission = c
+44 -7
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@@ -167,6 +167,7 @@ func start_game_mode() -> void:
player_blueprints[pid] = 0
player_sugar_rush[pid] = 0.0
player_last_knocked_by[pid] = 0
_update_candy_badge(pid)
print("[CandySurvival] Started with %d players" % pids.size())
@@ -308,8 +309,9 @@ func _update_candy_badge(pid: int) -> void:
var mult = 1.0 + count * MULTI_STEP
var colors = player_candy_colors.get(pid, [])
var color = colors.back() if colors.size() > 0 else -1
var face_match = (color != -1 and color == current_face)
rpc("sync_candy_badge", pid, count, mult, face_match)
var face_match = (color != -1)
var score = player_score.get(pid, 0)
rpc("sync_candy_badge", pid, count, mult, face_match, score, colors)
# Update the 3D meshes on the player's head across all clients
var all_players = get_tree().get_nodes_in_group("Players")
@@ -336,9 +338,6 @@ func try_deliver(pid: int) -> bool:
if color == -1 or colors.size() == 0:
rpc("sync_delivery_result", pid, false, "No candy")
return false
if color != current_face:
rpc("sync_delivery_result", pid, false, "Wrong color")
return false
var count = colors.size()
var mult = get_multiplier(pid)
@@ -543,7 +542,7 @@ func get_score(pid: int) -> int:
# ── RPCs (stubs — HUD client handles visuals) ──
@rpc("authority", "call_remote", "unreliable")
func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool) -> void:
func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool, score: int, colors: Array) -> void:
if not active:
activate_client_side()
if pid == multiplayer.get_unique_id():
@@ -552,7 +551,19 @@ func sync_candy_badge(pid: int, count: int, mult: float, face_match: bool) -> vo
_last_badge_face_match = face_match
if hud_stack_badge:
hud_stack_badge.text = "Stack: %d (x%.1f)" % [count, mult]
var red = 0
var blue = 0
var yellow = 0
var green = 0
for col in colors:
match int(col):
0: red += 1
1: blue += 1
2: green += 1
3: yellow += 1
hud_stack_badge.text = "Stack: %d (x%.1f)\nRed: %dx Blue: %dx Green: %dx Yellow: %dx" % [count, mult, red, blue, green, yellow]
if hud_points_label:
hud_points_label.text = "Score: %d" % score
if hud_delivery_indicator:
if count > 0:
if face_match:
@@ -613,3 +624,29 @@ func sync_ghost_active(pid: int, active_on: bool) -> void:
if pid == multiplayer.get_unique_id():
if hud_ghost_label and player_ghosts.has(pid):
hud_ghost_label.text = "👻 Ghosts: %d" % player_ghosts[pid]
func sync_state_to_player(peer_id: int) -> void:
# Sync Mekton's current face color
if mekton_node and mekton_node.has_method("set_face_color_rpc"):
mekton_node.rpc_id(peer_id, "set_face_color_rpc", current_face)
# Sync all players' candy stack heights and colors
for pid in player_candy_colors.keys():
var count = player_candies.get(pid, 0)
var mult = get_multiplier(pid)
var colors = player_candy_colors.get(pid, [])
var color = colors.back() if colors.size() > 0 else -1
var face_match = (color != -1)
var score = player_score.get(pid, 0)
# Sync badge
rpc_id(peer_id, "sync_candy_badge", pid, count, mult, face_match, score, colors)
# Sync 3D stack meshes
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if curr_pid == pid:
if player.has_method("sync_candy_stack"):
player.rpc_id(peer_id, "sync_candy_stack", colors)
break
+1 -1
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@@ -377,7 +377,7 @@ func _process_cycle_end_for_all_players():
var peer_id = player.name.to_int()
var match_score = _calculate_match_score(player)
if match_score > 0:
if match_score > 0 and not (LobbyManager.game_mode == "Candy Survival"):
if not player_scores.has(peer_id):
player_scores[peer_id] = 0
player_scores[peer_id] += match_score