feat: Implement Stop N Go game mode with phase management, mission objectives, and visual HUD elements.

This commit is contained in:
Yogi Wiguna
2026-02-26 10:40:55 +08:00
parent 36485c7f25
commit 3cd67c02ab
6 changed files with 127 additions and 44 deletions
+3
View File
@@ -545,6 +545,9 @@ func _on_profile_updated() -> void:
func _update_player_slots() -> void:
"""Update all player slot visuals based on current player list."""
if not multiplayer.has_multiplayer_peer():
return
var players = LobbyManager.get_players()
var my_id = multiplayer.get_unique_id()
+65 -29
View File
@@ -1766,6 +1766,13 @@ func _show_game_over_panel():
if existing_panel:
existing_panel.show()
return
# Hide Gameplay UI
var actions_btn = get_node_or_null("TouchControls/TouchControls/ActionsBtn")
if actions_btn: actions_btn.hide()
if stop_n_go_manager and stop_n_go_manager.hud_layer:
stop_n_go_manager.hud_layer.hide()
# Create game over panel
var panel = PanelContainer.new()
@@ -1839,41 +1846,78 @@ func _show_game_over_panel():
player_scores.sort_custom(func(a, b): return a.score > b.score)
# Display each player
for i in range(min(player_scores.size(), 8)):
var local_peer_id = multiplayer.get_unique_id()
var local_player_rank = -1
# Find local player rank in sorted list
for i in range(player_scores.size()):
if player_scores[i].peer_id == local_peer_id:
local_player_rank = i
break
var rank_colors = [
Color(1.0, 0.84, 0.0), # Gold
Color(0.75, 0.75, 0.75), # Silver
Color(0.8, 0.5, 0.2) # Bronze
]
var rank_emojis = ["🥇", "🥈", "🥉"]
# Helper to create a leaderboard entry HBox
var create_entry = func(rank_idx: int):
var entry = HBoxContainer.new()
entry.add_theme_constant_override("separation", 20)
var rank_colors = [
Color(1.0, 0.84, 0.0), # Gold
Color(0.75, 0.75, 0.75), # Silver
Color(0.8, 0.5, 0.2), # Bronze
Color(0.5, 0.5, 0.5), # 4th
Color(0.5, 0.5, 0.5), # 5th
Color(0.5, 0.5, 0.5), # 6th
Color(0.5, 0.5, 0.5), # 7th
Color(0.5, 0.5, 0.5) # 8th
]
var rank_emojis = ["🥇", "🥈", "🥉", "4th", "5th", "6th", "7th", "8th"]
var score_data = player_scores[rank_idx]
var is_local = score_data.peer_id == local_peer_id
var rank_label = Label.new()
rank_label.text = rank_emojis[i]
if rank_idx < 3:
rank_label.text = rank_emojis[rank_idx]
else:
# Ordinal rank (4th, 5th, etc.)
var n = rank_idx + 1
var suffix = "th"
if n % 10 == 1 and n % 100 != 11: suffix = "st"
elif n % 10 == 2 and n % 100 != 12: suffix = "nd"
elif n % 10 == 3 and n % 100 != 13: suffix = "rd"
rank_label.text = str(n) + suffix
rank_label.add_theme_font_size_override("font_size", 32)
entry.add_child(rank_label)
var name_label = Label.new()
name_label.text = player_scores[i].name
name_label.text = score_data.name + (" (YOU)" if is_local else "")
name_label.add_theme_font_size_override("font_size", 28)
name_label.add_theme_color_override("font_color", rank_colors[i])
if rank_idx < 3:
name_label.add_theme_color_override("font_color", rank_colors[rank_idx])
elif is_local:
name_label.add_theme_color_override("font_color", Color(0.4, 0.7, 1.0)) # Blue for local player
name_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
entry.add_child(name_label)
var score_label = Label.new()
score_label.text = str(player_scores[i].score)
score_label.text = str(score_data.score)
score_label.add_theme_font_size_override("font_size", 28)
score_label.add_theme_color_override("font_color", Color(0.4, 1.0, 0.4))
entry.add_child(score_label)
leaderboard_container.add_child(entry)
return entry
# 1. Show Top 3
for i in range(min(player_scores.size(), 3)):
leaderboard_container.add_child(create_entry.call(i))
# 2. Show Local Player if NOT in Top 3
if local_player_rank >= 3:
# Add a separator
var separator = ColorRect.new()
separator.custom_minimum_size = Vector2(0, 2)
separator.color = Color(1, 1, 1, 0.2)
leaderboard_container.add_child(separator)
# Add local player entry
leaderboard_container.add_child(create_entry.call(local_player_rank))
# Back to Menu button
var back_btn = Button.new()
@@ -1901,24 +1945,16 @@ func _on_back_to_menu_pressed():
# Properly disconnect from Nakama match
_cleanup_multiplayer()
# Small delay to let cleanup settle
await get_tree().create_timer(0.2).timeout
# Go back to lobby
if get_tree():
get_tree().change_scene_to_file("res://scenes/lobby.tscn")
func _cleanup_multiplayer():
"""Properly leave Nakama match and cleanup multiplayer state."""
print("[Main] Cleaning up multiplayer connection...")
# Leave the Nakama match through the bridge
if NakamaManager.bridge:
NakamaManager.bridge.leave()
# Clear the current match ID
NakamaManager.current_match_id = ""
# Reset multiplayer peer to disconnect cleanly
if multiplayer.get_multiplayer_peer():
multiplayer.set_multiplayer_peer(null)
NakamaManager.cleanup()
func _deferred_init_leaderboard():
"""Initialize leaderboard after a delay to ensure all players are loaded."""
+18 -12
View File
@@ -195,6 +195,9 @@ func _run_ai_tick():
print("[BotController] Action Taken: Put")
return
if not is_instance_valid(actor):
return
var goals_achv = _is_goals_achieved()
if actor.action_points > 1: # Only print if they have multi-AP
@@ -256,7 +259,7 @@ func _try_use_powerup() -> bool:
NotificationManager.send_message(actor, NotificationManager.MESSAGES.USED_SPECIAL_POWER, NotificationManager.MessageType.POWERUP)
await _wait_with_variance(action_delay)
if not is_instance_valid(self): return true # Early exit if deleted
if not is_instance_valid(actor) or not is_instance_valid(self): return true # Early exit if deleted
_is_processing_action = false
_current_action = "idle"
@@ -301,7 +304,7 @@ func _try_attack_chase() -> bool:
_is_processing_action = true
_current_action = "attacking"
await _wait_with_variance(action_delay) # Shorter delay for attacks? perhaos
if not is_instance_valid(self): return true
if not is_instance_valid(self) or not is_instance_valid(actor): return true
_is_processing_action = false
_current_action = "idle"
return true
@@ -365,7 +368,7 @@ func _try_grab() -> bool:
# Wait for animation
await _wait_with_variance(action_delay)
if not is_instance_valid(self): return true
if not is_instance_valid(self) or not is_instance_valid(actor): return true
_is_processing_action = false
_current_action = "idle"
return true
@@ -466,17 +469,19 @@ func _try_move() -> bool:
var max_wait_time = 2.0
var elapsed = 0.0
while actor.is_player_moving and is_instance_valid(self):
while is_instance_valid(actor) and actor.is_player_moving and is_instance_valid(self):
await get_tree().process_frame
elapsed += get_process_delta_time()
if elapsed > max_wait_time:
print("[BotController] %s movement TIMEOUT after %.1fs" % [actor.name, elapsed])
if is_instance_valid(actor):
print("[BotController] %s movement TIMEOUT after %.1fs" % [actor.name, elapsed])
break
if not is_instance_valid(self): return true
if not is_instance_valid(self) or not is_instance_valid(actor): return true
_is_processing_action = false
_current_action = "idle"
print("[BotController] %s move finished. New Pos: %s" % [actor.name, actor.current_position])
if is_instance_valid(actor):
print("[BotController] %s move finished. New Pos: %s" % [actor.name, actor.current_position])
return true
else:
print("[BotController] %s simple_move_to BLOCKED (others). Trying unstuck move." % actor.name)
@@ -515,15 +520,16 @@ func _try_unstuck_move() -> bool:
# Proper wait for movement completion
var max_wait = 1.5
var elapsed = 0.0
while actor.is_player_moving and is_instance_valid(self):
while is_instance_valid(actor) and actor.is_player_moving and is_instance_valid(self):
await get_tree().process_frame
elapsed += get_process_delta_time()
if elapsed > max_wait: break
if not is_instance_valid(self): return true
if not is_instance_valid(self) or not is_instance_valid(actor): return true
_is_processing_action = false
_current_action = "idle"
print("[BotController] %s Unstuck move finished at %s" % [actor.name, actor.current_position])
if is_instance_valid(actor):
print("[BotController] %s Unstuck move finished at %s" % [actor.name, actor.current_position])
return true
return false
@@ -580,7 +586,7 @@ func _try_put(high_priority: bool = false) -> bool:
print("[BotController] %s put unneeded tile %d at %s (Panic: %s)" % [actor.name, item, put_position, is_panic])
await _wait_with_variance(action_delay)
if not is_instance_valid(self): return true
if not is_instance_valid(actor) or not is_instance_valid(self): return true
_is_processing_action = false
_current_action = "idle"
return true
@@ -631,7 +637,7 @@ func _try_arrange() -> bool:
print("[BotController] %s arranged slot %d -> %d" % [actor.name, arrangement.source_slot, arrangement.target_slot])
await _wait_with_variance(action_delay)
if not is_instance_valid(self): return true
if not is_instance_valid(actor) or not is_instance_valid(self): return true
_is_processing_action = false
_current_action = "idle"
return true
+15
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@@ -120,6 +120,9 @@ func refresh_room_list() -> void:
func set_ready(is_ready: bool) -> void:
"""Set local player's ready state."""
if not multiplayer.has_multiplayer_peer():
return
var my_id = multiplayer.get_unique_id()
# Update local state
@@ -248,6 +251,10 @@ func set_character(character_name: String) -> void:
return
local_character_index = idx
if not multiplayer.has_multiplayer_peer():
return
var my_id = multiplayer.get_unique_id()
# Update local player data
@@ -289,6 +296,11 @@ func sync_character(player_id: int, character_name: String) -> void:
func set_player_name(new_name: String) -> void:
"""Set local player's name. Syncs to all peers."""
local_player_name = new_name
if not multiplayer.has_multiplayer_peer():
emit_signal("player_list_changed")
return
var my_id = multiplayer.get_unique_id()
# Update local player data
@@ -412,6 +424,9 @@ func _on_match_joined(match_id: String) -> void:
var short_id = match_id.substr(0, 8) if match_id.length() > 8 else match_id
current_room["room_name"] = short_id
if not multiplayer.has_multiplayer_peer():
return
# Add self to player list
var my_id = multiplayer.get_unique_id()
var my_data = {
+1 -1
View File
@@ -11,7 +11,7 @@ enum Phase {GO, STOP}
const GO_DURATION: float = 8.0
const STOP_DURATION: float = 4.0
const REQUIRED_GOALS: int = 8
const REQUIRED_GOALS: int = 1
var current_phase: Phase = Phase.GO
var phase_timer: float = GO_DURATION
+25 -2
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@@ -75,6 +75,10 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
# 3. Initialize Multiplayer Bridge
# This links Nakama's socket to Godot's High-Level Multiplayer API
if bridge:
bridge.leave()
bridge = null
bridge = NakamaMultiplayerBridge.new(socket)
# Connect bridge signals
@@ -89,6 +93,26 @@ func connect_to_nakama_async(email: String = "", password: String = "") -> bool:
emit_signal("connected_to_nakama")
return true
func cleanup():
"""Properly shutdown the Nakama connection and reset the multiplayer peer."""
print("[NakamaManager] Full cleanup starting...")
if bridge:
bridge.leave()
bridge = null
if socket:
socket.close()
socket = null
current_match_id = ""
# Reset Godot's multiplayer peer
if multiplayer.get_multiplayer_peer():
multiplayer.set_multiplayer_peer(null)
print("[NakamaManager] Cleanup complete.")
# --- Match Management ---
func host_game():
@@ -172,5 +196,4 @@ func list_matches_async() -> Array:
return rooms
func _exit_tree():
if socket:
socket.close()
cleanup()