feat: Implement tile scarcity model for tile generation and power-up inventory UI for player interaction.

This commit is contained in:
Yogi Wiguna
2026-02-25 12:09:14 +08:00
parent 040e6e53ce
commit 4990ce3c89
7 changed files with 116 additions and 36 deletions
+46 -10
View File
@@ -11,6 +11,7 @@ var screen_shake_manager
var touch_controls
var camera_context_manager
var stop_n_go_manager
var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
var obstacle_manager
# Minimal local state
@@ -598,8 +599,8 @@ func _start_game():
_assign_random_spawn_positions()
# PRE-GAME COUNTDOWN (3s)
# Spawn static obstacles before countdown starts
if obstacle_manager:
# Spawn static obstacles before countdown starts (Stop n Go only)
if obstacle_manager and LobbyManager.game_mode == "Stop n Go":
obstacle_manager.spawn_random_obstacles(15)
# Spawn mission tiles BEFORE countdown but AFTER walls (Stop n Go only)
@@ -1625,8 +1626,17 @@ func _on_leaderboard_updated(sorted_scores: Array):
var score = goals_cycle_manager.get_player_score(peer_id) if goals_cycle_manager else 0
sorted_players.append({"node": p, "score": score})
# Sort by score descending
sorted_players.sort_custom(func(a, b): return a.score > b.score)
# Sort by score descending (with Stop n Go winner priority)
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_winner_id != -1:
sorted_players.sort_custom(func(a, b):
var a_id = a.node.name.to_int()
var b_id = b.node.name.to_int()
if a_id == stop_n_go_winner_id: return true
if b_id == stop_n_go_winner_id: return false
return a.score > b.score
)
else:
sorted_players.sort_custom(func(a, b): return a.score > b.score)
# Assign rank
for i in range(sorted_players.size()):
@@ -1647,6 +1657,9 @@ func _on_global_timer_updated(time_remaining: float):
@rpc("any_peer", "call_local", "reliable")
func sync_game_end_stop_n_go(winner_id: int):
print("[STOP n GO] Game ended! Winner: ", winner_id)
stop_n_go_winner_id = winner_id
if goals_cycle_manager:
goals_cycle_manager.stop_n_go_winner_id = winner_id
var winner_name = "Player " + str(winner_id)
var player_node = get_node_or_null(str(winner_id))
@@ -1736,14 +1749,23 @@ func _show_game_over_panel():
leaderboard_container.add_theme_constant_override("separation", 15)
inner_vbox.add_child(leaderboard_container)
# Get final scores
var player_scores = []
for p in get_tree().get_nodes_in_group("Players"):
player_scores.append({
"peer_id": p.name.to_int(),
"name": p.display_name if not p.display_name.is_empty() else str(p.name),
"score": goals_cycle_manager.get_player_score(p.name.to_int()) if goals_cycle_manager else 0
})
player_scores.sort_custom(func(a, b): return a.score > b.score)
# Custom Sort for Stop n Go: Winner always first
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_winner_id != -1:
player_scores.sort_custom(func(a, b):
if a.peer_id == stop_n_go_winner_id: return true
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
else:
player_scores.sort_custom(func(a, b): return a.score > b.score)
# Display each player
for i in range(min(player_scores.size(), 8)):
@@ -1867,8 +1889,15 @@ func sync_leaderboard_data(player_data: Array):
if not vbox:
return
# Sort by score descending
player_data.sort_custom(func(a, b): return a.score > b.score)
# Sort by score descending (with Stop n Go winner priority)
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_winner_id != -1:
player_data.sort_custom(func(a, b):
if a.peer_id == stop_n_go_winner_id: return true
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
else:
player_data.sort_custom(func(a, b): return a.score > b.score)
# Update entries
_render_leaderboard_entries(player_data)
@@ -1895,8 +1924,15 @@ func _update_leaderboard_display():
var score = goals_cycle_manager.get_player_score(peer_id) if goals_cycle_manager else 0
player_data.append({"peer_id": peer_id, "name": p.display_name if not p.display_name.is_empty() else str(p.name), "score": score})
# Sort by score descending
player_data.sort_custom(func(a, b): return a.score > b.score)
# Sort by score descending (with Stop n Go winner priority)
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_winner_id != -1:
player_data.sort_custom(func(a, b):
if a.peer_id == stop_n_go_winner_id: return true
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
else:
player_data.sort_custom(func(a, b): return a.score > b.score)
_render_leaderboard_entries(player_data)
+22 -3
View File
@@ -19,6 +19,7 @@ var is_match_active: bool = false
# Score tracking: peer_id -> score
var player_scores: Dictionary = {}
var player_goal_counts: Dictionary = {} # peer_id -> count
var stop_n_go_winner_id: int = -1 # Track winner for Stop n Go sorting
# Reference to main scene
var main_scene: Node = null
@@ -299,8 +300,16 @@ func _update_leaderboard():
var sorted_scores = []
for peer_id in player_scores.keys():
sorted_scores.append({"peer_id": peer_id, "score": player_scores[peer_id]})
sorted_scores.sort_custom(func(a, b): return a.score > b.score)
# Custom Sort for Stop n Go
if stop_n_go_winner_id != -1:
sorted_scores.sort_custom(func(a, b):
if a.peer_id == stop_n_go_winner_id: return true
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
else:
sorted_scores.sort_custom(func(a, b): return a.score > b.score)
emit_signal("leaderboard_updated", sorted_scores)
# =============================================================================
@@ -432,7 +441,17 @@ func get_leaderboard() -> Array:
var sorted_scores = []
for peer_id in player_scores.keys():
sorted_scores.append({"peer_id": peer_id, "score": player_scores[peer_id]})
sorted_scores.sort_custom(func(a, b): return a.score > b.score)
# Custom Sort for Stop n Go
if stop_n_go_winner_id != -1:
sorted_scores.sort_custom(func(a, b):
if a.peer_id == stop_n_go_winner_id: return true
if b.peer_id == stop_n_go_winner_id: return false
return a.score > b.score
)
else:
sorted_scores.sort_custom(func(a, b): return a.score > b.score)
return sorted_scores
func get_time_remaining() -> float:
+18 -8
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@@ -89,14 +89,24 @@ func handle_unhandled_input(event):
# --- Keyboard Shortcuts (Event-based) ---
if event is InputEventKey and event.pressed and not event.echo:
match event.keycode:
KEY_KP_1, KEY_1:
player.activate_powerup(0) # FASTER_SPEED
KEY_KP_2, KEY_2:
player.activate_powerup(2) # BLOCK_FLOOR
KEY_KP_3, KEY_3:
player.activate_powerup(1) # AREA_FREEZE
KEY_KP_4, KEY_4:
player.activate_powerup(3) # INVISIBLE_MODE
KEY_KP_1, KEY_1, KEY_KP_2, KEY_2, KEY_KP_3, KEY_3, KEY_KP_4, KEY_4:
var is_sng = LobbyManager.game_mode == "Stop n Go"
match event.keycode:
KEY_KP_1, KEY_1:
player.activate_powerup(0) # FASTER_SPEED
KEY_KP_2, KEY_2:
if is_sng:
player.activate_powerup(1) # AREA_FREEZE (StopNGo)
else:
player.activate_powerup(2) # BLOCK_FLOOR (Free)
KEY_KP_3, KEY_3:
if is_sng:
player.activate_powerup(3) # INVISIBLE_MODE (StopNGo)
else:
player.activate_powerup(1) # AREA_FREEZE (Free)
KEY_KP_4, KEY_4:
if not is_sng:
player.activate_powerup(3) # INVISIBLE_MODE (Free)
# KEY_R:
# player.auto_put_item()
KEY_Q:
+5 -2
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@@ -461,8 +461,11 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
if rng.randf() < 0.7:
item_id = rng.randi_range(7, 10)
else:
# 30% Chance for PowerUp (11-14)
item_id = rng.randi_range(11, 14)
# 30% Chance for PowerUp (Exclude Wall 13 only in Stop n Go)
if LobbyManager.game_mode == "Stop n Go":
item_id = [11, 12, 14].pick_random()
else:
item_id = rng.randi_range(11, 14)
var cell = Vector3i(pos.x, 1, pos.y)
+5 -3
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@@ -245,11 +245,13 @@ func _ensure_shortcut_label(btn: Button, button_name: String):
if btn.has_node("ShortcutLabel"):
# Update Label content if it exists to match potential remapping
var existing_lbl = btn.get_node("ShortcutLabel")
var is_sng = LobbyManager.game_mode == "Stop n Go"
match button_name:
"Grab": existing_lbl.text = "Space"
"Grab": existing_lbl.text = "Space" if is_sng else ""
"Put": existing_lbl.text = ""
"AttackMode": existing_lbl.text = "Q"
"SpawnBoost": existing_lbl.text = "E"
"AttackMode": existing_lbl.text = "Q" if is_sng else ""
"SpawnBoost": existing_lbl.text = "E" if is_sng else ""
return
# Add Keyboard Shortcut Label
+3
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@@ -50,7 +50,10 @@ static func get_tile_weights() -> Dictionary:
weights[tile] = STANDARD_WEIGHT
# Special tiles
var is_sng = LobbyManager.game_mode == "Stop n Go"
for tile in SPECIAL_TILES:
if is_sng and tile == TILE_FREEZE:
continue # Hide Wall Block only in Stop n Go
weights[tile] = special_weight
return weights
+17 -10
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@@ -29,7 +29,10 @@ func _ready():
# We use 0, 1, 2, 3 to match SpecialTilesManager.SpecialEffect enum
_setup_btn(0, container.get_node_or_null("SpeedBtn"))
_setup_btn(1, container.get_node_or_null("FreezeAreaBtn"))
_setup_btn(2, container.get_node_or_null("WallBtn"))
var wall_btn = container.get_node_or_null("WallBtn")
_setup_btn(2, wall_btn)
if wall_btn and LobbyManager.game_mode == "Stop n Go":
wall_btn.visible = false # Hide Wall Power-up only in Stop n Go
_setup_btn(3, container.get_node_or_null("GhostBtn"))
print("[PowerUpUI] UI Initialization Complete. Mapped %d buttons." % icon_containers.size())
@@ -103,16 +106,20 @@ func _setup_btn(effect_id: int, btn: Button):
sc_lbl.add_theme_color_override("font_color", Color(0.9, 0.9, 0.9))
# Determine Label Text based on Effect ID
# 0: Speed -> 1
# 2: Wall -> 2
# 1: Freeze -> 3
# 3: Ghost -> 4
var key_text = ""
match effect_id:
0: key_text = "1"
2: key_text = "2"
1: key_text = "3"
3: key_text = "4"
if LobbyManager.game_mode == "Stop n Go":
# Stop n Go Mapping: 1, 2, 3 (No Wall)
match effect_id:
0: key_text = "1"
1: key_text = "2"
3: key_text = "3"
else:
# Free Mode Mapping: 1, 2, 3, 4 (Original)
match effect_id:
0: key_text = "1"
2: key_text = "2"
1: key_text = "3"
3: key_text = "4"
sc_lbl.text = key_text
btn.add_child(sc_lbl)