feat: add tutorial section

This commit is contained in:
2026-04-10 05:17:30 +08:00
parent 222621139e
commit 5323aea5fb
16 changed files with 828 additions and 5 deletions
+11
View File
@@ -41,6 +41,9 @@ const LAN_PORT: int = 7777 # Port for LAN direct connections
const LAN_DISCOVERY_PORT: int = 7778 # Port for LAN discovery
var local_player_name: String = "Player"
# Tutorial Mode Flag
var is_tutorial_mode: bool = false
var _udp_peer: PacketPeerUDP
var _broadcast_timer: Timer
@@ -139,6 +142,14 @@ func _update_available_areas(mode: String) -> void:
# Room Creation / Joining
# =============================================================================
func start_tutorial(mode: String = "Freemode") -> void:
is_tutorial_mode = true
game_mode = mode
match_duration = 300
GameStateManager.enable_bots = true
GameStateManager.max_players = 2 # 1 Player + 1 Bot
create_room_lan("Tutorial")
func create_room(room_name: String) -> void:
"""Host creates a new room with the given name (Nakama)."""
is_host = true
+4 -1
View File
@@ -50,7 +50,10 @@ func _process(delta):
player.grab_item(player.current_position)
if move_vec != Vector2i.ZERO:
var target_position = player.current_position + move_vec
var base_pos = player.current_position
if movement_manager.is_moving and player.target_position != Vector2i(-1, -1):
base_pos = player.target_position
var target_position = base_pos + move_vec
movement_manager.simple_move_to(target_position)
@@ -52,6 +52,12 @@ func _can_rpc() -> bool:
func simple_move_to(grid_position: Vector2i) -> bool:
if is_moving:
# Queue logic for smooth continuous movement
if grid_position != player.target_position and grid_position != player.current_position:
if movement_queue.is_empty():
movement_queue.append(grid_position)
else:
movement_queue[0] = grid_position
return false
if not player.is_multiplayer_authority():
+10 -2
View File
@@ -123,14 +123,18 @@ func grab_item(grid_position: Vector2i) -> bool:
if multiplayer.is_server():
# HOST/SERVER: Broadcast to all clients
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
# Use main's RPC which properly looks up player by ID on each client
var peer_id = player.name.to_int()
main.rpc("sync_playerboard", peer_id, player.playerboard)
player.has_performed_action = true
player.consume_action_points(1)
player.rpc("force_action_state_none")
else:
# CLIENT: Send RPC request to server for validation
# CLIENT: Optimistic Local Update for lag compensation
player.has_performed_action = true
player.consume_action_points(1)
player.force_action_state_none()
# Send RPC request to server for validation
player.rpc_id(1, "request_server_grab", grid_position, cell.x, cell.y, cell.z, item)
return true # Action applied locally
@@ -277,6 +281,10 @@ func _force_sync_to_client(cell: Vector3i, server_item: int):
# Sync their Playerboard (which they thought they updated)
main.rpc_id(peer_id, "sync_playerboard", peer_id, player.playerboard)
# Restore Action Points locally for the client (sync action points back)
# player is the caller peer since this is the server instance of the player's manager
player.rpc_id(peer_id, "sync_action_points", player.action_points)
print("Server: Forced sync to client %d due to action failure." % peer_id)
func bot_try_grab_item() -> bool:
+317
View File
@@ -0,0 +1,317 @@
extends Node
class_name TutorialManager
var overlay
var main_scene: Node
var local_player: Node
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
# Wait for gridmap, Player, and UI to spawn fully
await get_tree().create_timer(1.0).timeout
main_scene = get_tree().root.get_node_or_null("Main")
if not main_scene: return
# Wait for the client to gain character control
var max_wait = 5.0
var elapsed = 0.0
while not local_player and elapsed < max_wait:
for p in get_tree().get_nodes_in_group("Players"):
if p.is_multiplayer_authority():
local_player = p
break
await get_tree().process_frame
elapsed += get_process_delta_time()
if not local_player:
print("Tutorial Error: Local player not found.")
return
# Freeze bots while teaching
_set_bots_enabled(false)
# Make sure the UI overlay exists — instantiate as a full scene
var overlay_scene = load("res://scenes/tutorial/tutorial_overlay.tscn")
if overlay_scene:
overlay = overlay_scene.instantiate()
add_child(overlay)
_run_tutorial()
else:
print("Tutorial Error: tutorial_overlay.tscn not found.")
func _set_bots_enabled(enabled: bool) -> void:
for p in get_tree().get_nodes_in_group("Bots"):
var bc = p.get_node_or_null("BotController")
if bc:
bc.set_process(enabled)
bc.set_physics_process(enabled)
p.set("is_frozen", not enabled)
func _get_ui_rect(path: String) -> Rect2:
var node = main_scene.get_node_or_null(path)
if node and node is Control:
# get_global_rect() returns coords in the node's canvas layer space.
# We need to apply the viewport canvas transform so they line up with
# the TutorialOverlay CanvasLayer (which renders in viewport space).
var rect = node.get_global_rect()
return rect
return Rect2()
func _run_tutorial() -> void:
get_tree().paused = true
# Intro
await overlay.display_text("Welcome to the Arena. I'm Commander Copper. Let me walk you through the basics of Free Mode.", true)
# Playerboard Highlight
overlay.highlight_zone("PlayerBoard")
await overlay.display_text("This is your [color=green]Playerboard[/color]. Your main objective is to fill these empty slots.", true)
# Goal / Timer Highlight
overlay.highlight_zone("GoalsTimer")
await overlay.display_text("These are your [color=gold]Goals[/color]. You must match these exact tiles specifically to score points.", true)
# (AP system removed — no longer in use)
# Grid Highlight
overlay.clear_highlight()
await overlay.display_text("Look at the board! You will see [color=gold]Normal Tiles[/color] and shiny [color=cyan]Holo Tiles[/color].", true)
# --- INTERACTIVE 1: NORMAL TILE ---
var normal_pos = _find_closest_tile(local_player.current_position, [7, 8, 9, 10])
if normal_pos != Vector2i(-1, -1):
_highlight_floor_cell(normal_pos, Color(1.0, 1.0, 0.0)) # Yellow box
overlay.display_text("I've highlighted a [color=gold]Normal Tile[/color] with a yellow box. Walk over to it and press [color=red]SPACE[/color] to Grab it!", false)
else:
overlay.display_text("Walk up to any Normal Tile and press [color=red]SPACE[/color] to Grab it!", false)
overlay.hide_overlay()
get_tree().paused = false
# Wait strictly until the specific tile is grabbed, or any tile if no specific one was found
var initial_items = local_player.playerboard.count(-1)
while true:
if normal_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"):
if local_player.enhanced_gridmap.get_cell_item(Vector3i(normal_pos.x, 1, normal_pos.y)) == -1:
break
elif local_player.playerboard.count(-1) < initial_items:
break
await get_tree().process_frame
_clear_floor_highlights()
get_tree().paused = true
overlay.show_overlay()
await overlay.display_text("Outstanding! You secured a tile.", true)
# --- SCORE AND GOALS SECTION ---
overlay.highlight_zone("Leaderboard")
await overlay.display_text("Your main objective is to climb the [color=gold]Leaderboard[/color] on the right by scoring points.", true)
overlay.highlight_zone("PlayerBoard")
await overlay.display_text("You earn points by collecting tiles, but the real score comes from completing your [color=gold]Playerboard Goals[/color]!", true)
await overlay.display_text("Fill your entire board shape to complete a goal. This grants massive points, clears the board, and ranks you up!", true)
# --- TEKTONS SECTION ---
overlay.clear_highlight()
await overlay.display_text("Now, what about those little creatures running around the map? Those are [color=cyan]Tektons[/color]!", true)
await overlay.display_text("Grabbing a dynamic Tekton gives you [color=gold]PASSIVE score points[/color] over time and spawns bonus tiles for you while you carry it.", true)
await overlay.display_text("Hold onto them as long as you can... but watch out, opponents will try to RAM you and steal them!", true)
await overlay.display_text("Also keep an eye on [color=gray]Static Tektons[/color] standing on podiums. They periodically throw new free tiles onto the board for you to collect!", true)
# --- INTERACTIVE 2: HOLO TILE ---
await overlay.display_text("Now, let's talk about [color=cyan]Holo Tiles[/color]. They grant you special Power-Ups!", true)
var holo_pos = _find_closest_tile(local_player.current_position, [11, 12, 13, 14])
if holo_pos != Vector2i(-1, -1):
_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0)) # Cyan box
overlay.display_text("I've highlighted a [color=cyan]Holo Tile[/color] with a cyan box. Go ahead and grab it!", false)
else:
# Fallback: force spawn one if the RNG map generation didn't place any
holo_pos = local_player.current_position + Vector2i(0, 1)
var gridmap = local_player.get("enhanced_gridmap")
if gridmap:
gridmap.set_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y), 11) # Spawn speed boost
_highlight_floor_cell(holo_pos, Color(0.0, 1.0, 1.0))
overlay.display_text("I just dropped a Holo Tile near you (cyan box). Go ahead and grab it!", false)
overlay.hide_overlay()
get_tree().paused = false
initial_items = local_player.playerboard.count(-1)
while true:
if holo_pos != Vector2i(-1, -1) and local_player.get("enhanced_gridmap"):
if local_player.enhanced_gridmap.get_cell_item(Vector3i(holo_pos.x, 1, holo_pos.y)) == -1:
break
elif local_player.playerboard.count(-1) < initial_items:
break
await get_tree().process_frame
_clear_floor_highlights()
get_tree().paused = true
overlay.show_overlay()
# --- POWER UP SECTION ---
# Highlight Power Up Icon
overlay.highlight_zone("PowerUpItem")
await overlay.display_text("Nice! You grabbed a Holo Tile — that earned you a special [color=cyan]Power-Up[/color] item!", true)
await overlay.display_text("There are [color=cyan]4 types of Power-Ups[/color] from Holo Tiles. Let me walk you through each one.", true)
await overlay.show_powerup_showcase()
await overlay.display_text("To activate your stored Power-Up, press [color=yellow]'F'[/color]. If you don't like this key, you can remap it in [color=gold]Settings[/color].", true)
# --- BATTERY GAUGE & RAMMING SECTION ---
# Switch to highlight Power Bar / Battery Gauge
overlay.highlight_zone("PowerBar")
await overlay.display_text("Next, look at your [color=cyan]Battery Gauge[/color] — it [color=yellow]fills up automatically over time[/color]. You don't need to do anything to charge it.", true)
await overlay.display_text("When the Battery Gauge is [color=red]FULL[/color], you'll see the [color=red]ATTACK MODE READY[/color] notification.", true)
overlay.clear_highlight()
# Ramming explanation and practice
await overlay.display_text("What is Attack Mode? It lets you [color=red]RAM[/color] other players!", true)
await overlay.display_text("Press [color=yellow]'Q'[/color] to enter [color=red]ATTACK MODE[/color]. While active, walk directly into an opponent to [color=red]RAM[/color] them!", true)
await overlay.display_text("Ramming pushes them back and forces them to drop their tile. Each hit drains your Battery Gauge.", true)
var spawned_bot = null
for p in get_tree().get_nodes_in_group("Bots"):
spawned_bot = p
break
# Force spawn a dummy bot if the lobby settings disabled them
if not spawned_bot and get_node_or_null("/root/PlayerManager"):
spawned_bot = get_node("/root/PlayerManager").create_bot(99)
get_parent().add_child(spawned_bot)
spawned_bot.add_to_group("Players", true)
spawned_bot.add_to_group("Bots", true)
await get_tree().create_timer(0.2).timeout
# Freeze it so its AI doesn't run away during the tutorial
var bc = spawned_bot.get_node_or_null("BotController")
if bc:
bc.set_process(false)
bc.set_physics_process(false)
spawned_bot.set("is_frozen", true)
if spawned_bot:
await overlay.display_text("Let's try it. I'm placing a Bot right next to you, and I'll instantly fill your Battery Gauge to max.", true)
# Instantly grant FULL BOOST
if local_player.get("powerup_manager"):
local_player.powerup_manager.acquire_smash_bonus()
local_player.powerup_manager.acquire_smash_bonus()
local_player.powerup_manager.acquire_smash_bonus()
local_player.powerup_manager.acquire_smash_bonus()
var n_pos = local_player.current_position + Vector2i(1, 0)
if local_player.get("enhanced_gridmap"):
var neighbors = local_player.enhanced_gridmap.get_neighbors(local_player.current_position, 0)
for n in neighbors:
if n.get("is_walkable"):
n_pos = n.position
break
# Safely set bot position
spawned_bot.current_position = n_pos
if local_player.get("enhanced_gridmap") and local_player.enhanced_gridmap.has_method("grid_to_world"):
spawned_bot.global_position = local_player.enhanced_gridmap.grid_to_world(n_pos)
overlay.display_text("Press 'Q' to enter Attack Mode, then Walk into the Bot!", false)
overlay.hide_overlay()
get_tree().paused = false
# Wait for the player to push the bot (bot's position changes)
var bot_old_pos = spawned_bot.current_position
while spawned_bot.current_position == bot_old_pos:
await get_tree().process_frame
get_tree().paused = true
overlay.show_overlay()
await overlay.display_text("Smashing! You pushed it away. Notice your Battery Gauge was consumed.", true)
await overlay.display_text("Beware! Your opponents can RAM you to steal your tiles too. Get ready to defend yourself against the Bots!", true)
overlay.hide_overlay()
get_tree().paused = false
_set_bots_enabled(true)
LobbyManager.is_tutorial_mode = false
queue_free()
# ==============================================================================
# Helper Floor Highlighting and Tile Detection Logic
# ==============================================================================
var _floor_highlights: Array[Node] = []
func _find_closest_tile(start_pos: Vector2i, types: Array) -> Vector2i:
var gridmap = local_player.get("enhanced_gridmap")
if not gridmap: return Vector2i(-1, -1)
var best_pos = Vector2i(-1, -1)
var best_dist = 999999
for x in range(gridmap.columns):
for z in range(gridmap.rows):
var item = gridmap.get_cell_item(Vector3i(x, 1, z))
if item in types:
var dist = abs(start_pos.x - x) + abs(start_pos.y - z)
if dist < best_dist:
best_dist = dist
best_pos = Vector2i(x, z)
return best_pos
func _highlight_floor_cell(grid_pos: Vector2i, color: Color):
var gridmap = local_player.get("enhanced_gridmap")
if not gridmap: return
var cs: Vector3 = gridmap.cell_size
# Sit slightly above the floor grid (using layer 2 height approximation)
var y := 2.0 * cs.y + 0.09
const T := 0.09 # Outline thickness
const H := 0.045 # Outline height
var mat := StandardMaterial3D.new()
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.albedo_color = Color(color.r, color.g, color.b, 0.6)
mat.emission_enabled = true
mat.emission = color
mat.emission_energy_multiplier = 2.0
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
var container := Node3D.new()
gridmap.add_child(container)
_floor_highlights.append(container)
var cell_cx = grid_pos.x * cs.x + cs.x * 0.5
var cell_cz = grid_pos.y * cs.z + cs.z * 0.5
var edges = [
{"pos": Vector3(cell_cx, y, grid_pos.y * cs.z), "size": Vector3(cs.x, H, T)},
{"pos": Vector3(cell_cx, y, grid_pos.y * cs.z + cs.z), "size": Vector3(cs.x, H, T)},
{"pos": Vector3(grid_pos.x * cs.x, y, cell_cz), "size": Vector3(T, H, cs.z)},
{"pos": Vector3(grid_pos.x * cs.x + cs.x, y, cell_cz), "size": Vector3(T, H, cs.z)}
]
for edge in edges:
var mi := MeshInstance3D.new()
var box := BoxMesh.new()
box.size = edge.size
box.material = mat
mi.mesh = box
mi.position = edge.pos
container.add_child(mi)
# Subtly pulse the highlight
var tween = create_tween().set_loops()
tween.tween_method(func(a: float): if is_instance_valid(mat): mat.albedo_color.a = a, 0.7, 0.2, 0.6).set_ease(Tween.EASE_OUT)
tween.tween_method(func(a: float): if is_instance_valid(mat): mat.albedo_color.a = a, 0.2, 0.7, 0.6).set_ease(Tween.EASE_IN)
func _clear_floor_highlights():
for h in _floor_highlights:
if is_instance_valid(h):
h.queue_free()
_floor_highlights.clear()
+1
View File
@@ -0,0 +1 @@
uid://bifo8j2px1agw
+246
View File
@@ -0,0 +1,246 @@
extends CanvasLayer
class_name TutorialOverlay
# --- Scene node references ---
@onready var dim_rect: ColorRect = $DimRect
@onready var highlight_border: Panel = $HighlightBorder
@onready var dialogue_panel: PanelContainer = $DialoguePanel
@onready var text_label: RichTextLabel = $DialoguePanel/MarginContainer/HBoxContainer/VBoxContainer/DialogueText
@onready var next_indicator: Label = $DialoguePanel/MarginContainer/HBoxContainer/VBoxContainer/NextIndicator
@onready var highlight_zones: Node = $HighlightZones
# --- State ---
var is_waiting_for_input: bool = false
signal next_pressed
var _pulse_tween: Tween
var _dim_material: ShaderMaterial
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
get_viewport().size_changed.connect(_update_panel_position)
_dim_material = dim_rect.material as ShaderMaterial
_update_panel_position()
clear_highlight()
func _update_panel_position() -> void:
if not is_instance_valid(dialogue_panel) or not get_viewport():
return
var vp = get_viewport().get_visible_rect().size
var panel_w = dialogue_panel.size.x if dialogue_panel.size.x > 0 else 800.0
var panel_h = dialogue_panel.size.y if dialogue_panel.size.y > 0 else 180.0
dialogue_panel.position = Vector2(
(vp.x - panel_w) / 2.0,
vp.y - panel_h - 24.0
)
# Keep shader viewport size in sync
if _dim_material:
_dim_material.set_shader_parameter("viewport_size", vp)
# ---------------------------------------------------------------------------
# Highlight — named zone lookup (preferred) OR raw Rect2
# ---------------------------------------------------------------------------
func highlight_zone(zone_name: String) -> void:
"""Highlight a named zone defined in the HighlightZones node in the scene."""
if not highlight_zones:
return
var zone = highlight_zones.get_node_or_null(zone_name)
if zone and zone is Control:
# Use the zone's rect directly — it's already in the CanvasLayer's coord space
highlight_rect(Rect2(zone.position, zone.size))
else:
push_warning("TutorialOverlay: highlight zone '%s' not found." % zone_name)
func highlight_rect(rect: Rect2) -> void:
if not is_inside_tree() or not _dim_material:
return
var vp = get_viewport().get_visible_rect().size
# Pass the rect to the shader (pixel coordinates) for the cutout hole
_dim_material.set_shader_parameter("viewport_size", vp)
_dim_material.set_shader_parameter("spotlight",
Vector4(rect.position.x, rect.position.y, rect.size.x, rect.size.y))
# Position the glowing border panel on top
highlight_border.position = rect.position - Vector2(6, 6)
highlight_border.size = rect.size + Vector2(12, 12)
highlight_border.visible = true
# Pulsing glow animation
if _pulse_tween:
_pulse_tween.kill()
_pulse_tween = create_tween().set_loops()
_pulse_tween.tween_property(highlight_border, "self_modulate:a", 0.25, 0.75)
_pulse_tween.tween_property(highlight_border, "self_modulate:a", 1.0, 0.75)
func clear_highlight() -> void:
if _dim_material:
_dim_material.set_shader_parameter("spotlight", Vector4(0, 0, 0, 0))
if _pulse_tween:
_pulse_tween.kill()
_pulse_tween = null
if is_instance_valid(highlight_border):
highlight_border.visible = false
# ---------------------------------------------------------------------------
# Show / Hide whole overlay
# ---------------------------------------------------------------------------
func hide_overlay() -> void:
dim_rect.visible = false
highlight_border.visible = false
dialogue_panel.visible = false
func show_overlay() -> void:
dim_rect.visible = true
dialogue_panel.visible = true
# ---------------------------------------------------------------------------
# Dialogue
# ---------------------------------------------------------------------------
func display_text(bbcode_text: String, wait_for_click: bool = true) -> void:
show_overlay()
text_label.text = bbcode_text
# Wait one frame so the panel has laid itself out before calling position update
await get_tree().process_frame
_update_panel_position()
if wait_for_click:
next_indicator.visible = true
is_waiting_for_input = true
await next_pressed
else:
next_indicator.visible = false
is_waiting_for_input = false
func _input(event: InputEvent) -> void:
if not is_waiting_for_input:
return
var consumed = false
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
consumed = true
elif event is InputEventScreenTouch and event.pressed:
consumed = true
if consumed:
is_waiting_for_input = false
next_indicator.visible = false
next_pressed.emit()
get_viewport().set_input_as_handled()
# ---------------------------------------------------------------------------
# Power-Up Showcase — one card per powerup with icon + name + description
# ---------------------------------------------------------------------------
func show_powerup_showcase() -> void:
"""Display each powerup as an interactive card. Awaits click between each."""
var powerups = [
{
"icon": "res://assets/graphics/touch_control/speed.png",
"name": "[color=gold]⚡ Speed Boost[/color]",
"desc": "Temporarily increases your movement speed for [color=yellow]5 seconds[/color]. Great for racing across the board to grab tiles before opponents."
},
{
"icon": "res://assets/graphics/touch_control/freeze_area.png",
"name": "[color=aqua]❄ Area Freeze[/color]",
"desc": "Freezes all opponents within a radius of [color=aqua]5 tiles[/color] around you, slowing them to a crawl for [color=yellow]3 seconds[/color]."
},
{
"icon": "res://assets/graphics/touch_control/wall.png",
"name": "[color=gray]🧱 Iron Wall[/color]",
"desc": "Projects a full row or column of wall tiles in front of you, blocking opponent movement and protecting your tiles."
},
{
"icon": "res://assets/graphics/touch_control/ghost.png",
"name": "[color=white]👻 Ghost Mode[/color]",
"desc": "Makes you [color=white]invisible[/color] for [color=yellow]6 seconds[/color]. You cannot be rammed while invisible — perfect for escaping danger or sneaking around."
},
]
# Build a showcase panel sitting above the dialogue panel
var showcase = PanelContainer.new()
showcase.custom_minimum_size = Vector2(800, 220)
showcase.mouse_filter = Control.MOUSE_FILTER_IGNORE
var showcase_style = StyleBoxFlat.new()
showcase_style.bg_color = Color(0.05, 0.05, 0.12, 0.97)
showcase_style.border_width_left = 3
showcase_style.border_width_top = 3
showcase_style.border_width_right = 3
showcase_style.border_width_bottom = 3
showcase_style.border_color = Color(0.6, 0.4, 1.0, 1.0)
showcase_style.corner_radius_top_left = 12
showcase_style.corner_radius_top_right = 12
showcase_style.corner_radius_bottom_left = 12
showcase_style.corner_radius_bottom_right = 12
showcase.add_theme_stylebox_override("panel", showcase_style)
add_child(showcase)
var margin = MarginContainer.new()
margin.add_theme_constant_override("margin_left", 24)
margin.add_theme_constant_override("margin_top", 16)
margin.add_theme_constant_override("margin_right", 24)
margin.add_theme_constant_override("margin_bottom", 16)
showcase.add_child(margin)
var hbox = HBoxContainer.new()
hbox.add_theme_constant_override("separation", 20)
margin.add_child(hbox)
# Icon
var icon_rect = TextureRect.new()
icon_rect.custom_minimum_size = Vector2(96, 96)
icon_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon_rect.size_flags_vertical = Control.SIZE_SHRINK_CENTER
hbox.add_child(icon_rect)
# Text column
var vbox = VBoxContainer.new()
vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
vbox.add_theme_constant_override("separation", 8)
hbox.add_child(vbox)
var name_label = RichTextLabel.new()
name_label.bbcode_enabled = true
name_label.fit_content = true
name_label.scroll_active = false
name_label.add_theme_font_size_override("normal_font_size", 24)
vbox.add_child(name_label)
var desc_label = RichTextLabel.new()
desc_label.bbcode_enabled = true
desc_label.fit_content = true
desc_label.scroll_active = false
desc_label.size_flags_vertical = Control.SIZE_EXPAND_FILL
desc_label.add_theme_font_size_override("normal_font_size", 18)
vbox.add_child(desc_label)
# Counter label (e.g. "1 / 4")
var counter_label = Label.new()
counter_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
counter_label.add_theme_font_size_override("font_size", 14)
counter_label.add_theme_color_override("font_color", Color(0.6, 0.6, 0.8))
vbox.add_child(counter_label)
# Position the showcase above the dialogue panel
await get_tree().process_frame
var vp = get_viewport().get_visible_rect().size
showcase.position = Vector2(
(vp.x - showcase.custom_minimum_size.x) / 2.0,
dialogue_panel.position.y - showcase.custom_minimum_size.y - 12
)
# Cycle through each powerup
for i in powerups.size():
var pu = powerups[i]
var tex = load(pu["icon"])
if tex:
icon_rect.texture = tex
name_label.text = pu["name"]
desc_label.text = pu["desc"]
counter_label.text = "Power-Up %d / %d — Click to continue ▼" % [i + 1, powerups.size()]
# Reuse the existing input wait mechanism
is_waiting_for_input = true
await next_pressed
# Clean up showcase
showcase.queue_free()
+1
View File
@@ -0,0 +1 @@
uid://bnhgqibcee442