feat: Implement tile scarcity model for tile generation and power-up inventory UI for player interaction.
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@@ -19,6 +19,7 @@ var is_match_active: bool = false
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# Score tracking: peer_id -> score
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var player_scores: Dictionary = {}
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var player_goal_counts: Dictionary = {} # peer_id -> count
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var stop_n_go_winner_id: int = -1 # Track winner for Stop n Go sorting
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# Reference to main scene
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var main_scene: Node = null
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@@ -299,8 +300,16 @@ func _update_leaderboard():
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var sorted_scores = []
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for peer_id in player_scores.keys():
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sorted_scores.append({"peer_id": peer_id, "score": player_scores[peer_id]})
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sorted_scores.sort_custom(func(a, b): return a.score > b.score)
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# Custom Sort for Stop n Go
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if stop_n_go_winner_id != -1:
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sorted_scores.sort_custom(func(a, b):
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if a.peer_id == stop_n_go_winner_id: return true
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if b.peer_id == stop_n_go_winner_id: return false
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return a.score > b.score
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)
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else:
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sorted_scores.sort_custom(func(a, b): return a.score > b.score)
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emit_signal("leaderboard_updated", sorted_scores)
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# =============================================================================
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@@ -432,7 +441,17 @@ func get_leaderboard() -> Array:
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var sorted_scores = []
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for peer_id in player_scores.keys():
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sorted_scores.append({"peer_id": peer_id, "score": player_scores[peer_id]})
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sorted_scores.sort_custom(func(a, b): return a.score > b.score)
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# Custom Sort for Stop n Go
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if stop_n_go_winner_id != -1:
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sorted_scores.sort_custom(func(a, b):
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if a.peer_id == stop_n_go_winner_id: return true
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if b.peer_id == stop_n_go_winner_id: return false
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return a.score > b.score
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)
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else:
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sorted_scores.sort_custom(func(a, b): return a.score > b.score)
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return sorted_scores
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func get_time_remaining() -> float:
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@@ -89,14 +89,24 @@ func handle_unhandled_input(event):
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# --- Keyboard Shortcuts (Event-based) ---
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if event is InputEventKey and event.pressed and not event.echo:
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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player.activate_powerup(2) # BLOCK_FLOOR
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KEY_KP_3, KEY_3:
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player.activate_powerup(1) # AREA_FREEZE
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KEY_KP_4, KEY_4:
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player.activate_powerup(3) # INVISIBLE_MODE
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KEY_KP_1, KEY_1, KEY_KP_2, KEY_2, KEY_KP_3, KEY_3, KEY_KP_4, KEY_4:
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var is_sng = LobbyManager.game_mode == "Stop n Go"
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match event.keycode:
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KEY_KP_1, KEY_1:
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player.activate_powerup(0) # FASTER_SPEED
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KEY_KP_2, KEY_2:
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if is_sng:
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player.activate_powerup(1) # AREA_FREEZE (StopNGo)
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else:
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player.activate_powerup(2) # BLOCK_FLOOR (Free)
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KEY_KP_3, KEY_3:
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if is_sng:
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player.activate_powerup(3) # INVISIBLE_MODE (StopNGo)
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else:
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player.activate_powerup(1) # AREA_FREEZE (Free)
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KEY_KP_4, KEY_4:
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if not is_sng:
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player.activate_powerup(3) # INVISIBLE_MODE (Free)
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# KEY_R:
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# player.auto_put_item()
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KEY_Q:
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@@ -461,8 +461,11 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
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if rng.randf() < 0.7:
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item_id = rng.randi_range(7, 10)
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else:
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# 30% Chance for PowerUp (11-14)
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item_id = rng.randi_range(11, 14)
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# 30% Chance for PowerUp (Exclude Wall 13 only in Stop n Go)
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if LobbyManager.game_mode == "Stop n Go":
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item_id = [11, 12, 14].pick_random()
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else:
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item_id = rng.randi_range(11, 14)
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var cell = Vector3i(pos.x, 1, pos.y)
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@@ -245,11 +245,13 @@ func _ensure_shortcut_label(btn: Button, button_name: String):
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if btn.has_node("ShortcutLabel"):
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# Update Label content if it exists to match potential remapping
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var existing_lbl = btn.get_node("ShortcutLabel")
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var is_sng = LobbyManager.game_mode == "Stop n Go"
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match button_name:
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"Grab": existing_lbl.text = "Space"
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"Grab": existing_lbl.text = "Space" if is_sng else ""
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"Put": existing_lbl.text = ""
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"AttackMode": existing_lbl.text = "Q"
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"SpawnBoost": existing_lbl.text = "E"
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"AttackMode": existing_lbl.text = "Q" if is_sng else ""
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"SpawnBoost": existing_lbl.text = "E" if is_sng else ""
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return
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# Add Keyboard Shortcut Label
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@@ -50,7 +50,10 @@ static func get_tile_weights() -> Dictionary:
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weights[tile] = STANDARD_WEIGHT
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# Special tiles
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var is_sng = LobbyManager.game_mode == "Stop n Go"
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for tile in SPECIAL_TILES:
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if is_sng and tile == TILE_FREEZE:
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continue # Hide Wall Block only in Stop n Go
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weights[tile] = special_weight
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return weights
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@@ -29,7 +29,10 @@ func _ready():
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# We use 0, 1, 2, 3 to match SpecialTilesManager.SpecialEffect enum
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_setup_btn(0, container.get_node_or_null("SpeedBtn"))
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_setup_btn(1, container.get_node_or_null("FreezeAreaBtn"))
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_setup_btn(2, container.get_node_or_null("WallBtn"))
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var wall_btn = container.get_node_or_null("WallBtn")
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_setup_btn(2, wall_btn)
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if wall_btn and LobbyManager.game_mode == "Stop n Go":
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wall_btn.visible = false # Hide Wall Power-up only in Stop n Go
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_setup_btn(3, container.get_node_or_null("GhostBtn"))
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print("[PowerUpUI] UI Initialization Complete. Mapped %d buttons." % icon_containers.size())
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@@ -103,16 +106,20 @@ func _setup_btn(effect_id: int, btn: Button):
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sc_lbl.add_theme_color_override("font_color", Color(0.9, 0.9, 0.9))
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# Determine Label Text based on Effect ID
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# 0: Speed -> 1
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# 2: Wall -> 2
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# 1: Freeze -> 3
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# 3: Ghost -> 4
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var key_text = ""
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match effect_id:
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0: key_text = "1"
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2: key_text = "2"
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1: key_text = "3"
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3: key_text = "4"
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if LobbyManager.game_mode == "Stop n Go":
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# Stop n Go Mapping: 1, 2, 3 (No Wall)
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match effect_id:
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0: key_text = "1"
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1: key_text = "2"
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3: key_text = "3"
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else:
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# Free Mode Mapping: 1, 2, 3, 4 (Original)
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match effect_id:
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0: key_text = "1"
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2: key_text = "2"
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1: key_text = "3"
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3: key_text = "4"
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sc_lbl.text = key_text
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btn.add_child(sc_lbl)
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