dd
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@@ -9,7 +9,7 @@
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# [x] Grab tile is working, you can grab the tile from gridmap to playerboard
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# -------------------------------------------------------------------------------------
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# [ ] Implement the Boosts tile, that can be used to boost player movement to next tile
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# [ ] Implement the Obstacle tile, that can be used to block player movement to next tile
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# [x] Implement the Obstacle tile, that can be used to block player movement to next tile
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# -------------------------------------------------------------------------------------
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# [x] Added multiplayer support - with act as server and client
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# [x] Added UPnP support for automatic port forwarding, for android and desktop
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@@ -62,7 +62,18 @@ enum ActionState {
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GRABBING,
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PUTTING,
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RANDOMIZING,
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ARRANGING
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ARRANGING,
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PLACING_OBSTACLE
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}
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# Obstacle
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var current_obstacle_direction = ObstacleDirection.VERTICAL
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var obstacle_item_index = 12 # Default obstacle item index in mesh library
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var current_obstacle_item = 12 # Starting with first obstacle item (12)
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enum ObstacleDirection {
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VERTICAL,
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HORIZONTAL
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}
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var current_action_state = ActionState.NONE
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@@ -88,6 +99,8 @@ func _ready():
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multiplayer_peer.peer_disconnected.connect(_on_peer_disconnected)
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setup_action_buttons()
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setup_playerboard_ui()
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# Obstacles
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setup_obstacle_ui()
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func _process(delta):
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if multiplayer.is_server() and game_started:
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@@ -206,6 +219,47 @@ func set_action_state(new_state):
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ActionState.ARRANGING:
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show_arrangement_ui()
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local_player_character.highlight_occupied_playerboard_slots()
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ActionState.PLACING_OBSTACLE:
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local_player_character.highlight_valid_obstacle_cells()
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# Update the place_obstacle function for floor 3
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func place_obstacle(grid_position: Vector2i):
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if not local_player_character or local_player_character.action_points < 1:
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return false
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var floor_index = 3 # Always place on floor 3
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var direction = EnhancedGridMap.Direction.BLOCKED_NORTH
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match current_obstacle_direction:
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ObstacleDirection.VERTICAL:
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direction = EnhancedGridMap.Direction.BLOCKED_NORTH # Block movement along east-west axis
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ObstacleDirection.HORIZONTAL:
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direction = EnhancedGridMap.Direction.BLOCKED_EAST # Block movement along north-south axis
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var success = $EnhancedGridMap.place_obstacle(
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Vector3i(grid_position.x, floor_index, grid_position.y),
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current_obstacle_item,
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direction
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)
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if success:
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local_player_character.action_points -= 1
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local_player_character.clear_highlights()
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# Don't exit the obstacle placement mode to allow multiple placements
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local_player_character.highlight_valid_obstacle_cells()
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# Sync the obstacle with other clients
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if is_multiplayer_authority():
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rpc("sync_place_obstacle", grid_position.x, grid_position.y, floor_index, current_obstacle_item, direction)
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return true
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return false
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# Update the RPC for obstacle synchronization
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@rpc("any_peer", "call_local")
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func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, direction: int):
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$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, direction)
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func update_button_states():
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if not local_player_character or local_player_character.is_in_group("Bots"):
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@@ -932,6 +986,40 @@ func sync_playerboard(player_id: int, new_playerboard: Array):
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for slot_idx in range(25):
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update_board_slot(board_ui, slot_idx, new_playerboard[slot_idx])
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# Update the obstacle UI setup function
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func setup_obstacle_ui():
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# Create the obstacle button
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var obstacle_button = Button.new()
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obstacle_button.text = "Place Obstacle"
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obstacle_button.pressed.connect(func(): set_action_state(ActionState.PLACING_OBSTACLE))
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$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
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# Create the direction toggle button
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var direction_button = Button.new()
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direction_button.text = "Direction: Vertical"
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direction_button.pressed.connect(func():
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current_obstacle_direction = ObstacleDirection.HORIZONTAL if current_obstacle_direction == ObstacleDirection.VERTICAL else ObstacleDirection.VERTICAL
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direction_button.text = "Direction: " + ("Horizontal" if current_obstacle_direction == ObstacleDirection.HORIZONTAL else "Vertical")
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)
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$ActionMenu/ActionButtonContainer.add_child(direction_button)
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# Create the type cycle button
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var type_button = Button.new()
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type_button.text = "Type: 1"
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type_button.pressed.connect(func():
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type_button.text = cycle_obstacle_type()
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)
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$ActionMenu/ActionButtonContainer.add_child(type_button)
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# Add a function to cycle through obstacle types
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func cycle_obstacle_type():
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var obstacle_types = [12, 13, 14, 15]
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var current_index = obstacle_types.find(current_obstacle_item)
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current_index = (current_index + 1) % obstacle_types.size()
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current_obstacle_item = obstacle_types[current_index]
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return "Type: " + str(current_index + 1)
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func update_board_slot(board_ui: Node, slot_idx: int, value: int):
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var slot_node = board_ui.get_node_or_null("Slot%d" % (slot_idx + 1))
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if slot_node:
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