feat: Initialize main game scene and add player input and touch control managers.
This commit is contained in:
@@ -102,12 +102,15 @@ func handle_unhandled_input(event):
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# player.auto_put_item()
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KEY_Q:
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if player.powerup_manager:
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# Attack Mode (formerly Special)
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player.powerup_manager.use_special_effect()
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KEY_E: # Swapped to E per request
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KEY_E:
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if player.powerup_manager:
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# Spawn Boost
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if player.powerup_manager.has_method("spawn_boost_reward"):
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player.powerup_manager.spawn_boost_reward()
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else:
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# Fallback if method missing
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player.powerup_manager.use_special_effect()
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# Handle spawn point selection if not yet selected
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@@ -4,13 +4,14 @@ extends CanvasLayer
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signal grab_pressed
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signal put_pressed
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signal special_pressed
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signal attack_mode_pressed
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# Touch control nodes
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var virtual_joystick: Control
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var actions_container: Control # New container
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var grab_button: Button
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var put_button: Button
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var special_button: Button
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var attack_mode_button: Button # Renamed from special_button
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var spawn_boost_button: Button
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var settings_button: Button
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@@ -19,12 +20,12 @@ const CONFIG_PATH = "user://touch_controls_settings.cfg"
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var button_size: float = 70.0
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var button_opacity: float = 0.7
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var joystick_enabled: bool = true
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var touch_buttons_enabled: bool = true # Master toggle for action buttons (grab, put, special)
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var touch_buttons_enabled: bool = true # Master toggle for action buttons
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var joystick_position: Vector2 = Vector2(120, -120) # Relative to bottom-left
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var button_positions: Dictionary = {
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"grab": Vector2(-200, -240), # Relative to bottom-right
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"put": Vector2(-120, -160),
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"special": Vector2(-200, -80),
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"attack_mode": Vector2(-200, -80), # Renamed
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"spawn_boost": Vector2(-120, -80)
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}
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var button_scale: float = 1.0
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@@ -111,13 +112,33 @@ func _create_touch_ui():
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if not virtual_joystick.direction_changed.is_connected(_on_joystick_direction):
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virtual_joystick.direction_changed.connect(_on_joystick_direction)
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# Helper to find or create button logic moved to function _find_or_create_action_button
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# --- Actions Container ---
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actions_container = container.get_node_or_null("ActionsBtn")
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if not actions_container:
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actions_container = Control.new()
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actions_container.name = "ActionsBtn"
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actions_container.set_anchors_preset(Control.PRESET_FULL_RECT) # Or appropriate preset
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actions_container.mouse_filter = Control.MOUSE_FILTER_PASS
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container.add_child(actions_container)
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else:
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print("[TouchControls] Found existing ActionsBtn container")
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# Create action buttons (parented to actions_container if possible, or use logic)
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# User Request: "move those button to ActionsBtn children"
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# Create action buttons (bottom-right)
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grab_button = _find_or_create_action_button(container, "Grab", "👋", button_positions.grab)
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put_button = _find_or_create_action_button(container, "Put", "📦", button_positions.put)
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special_button = _find_or_create_action_button(container, "Special", "⚡", button_positions.special)
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spawn_boost_button = _find_or_create_action_button(container, "SpawnBoost", "🚀", button_positions.spawn_boost)
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attack_mode_button = _find_or_create_action_button(actions_container, "AttackMode", "⚡", button_positions.attack_mode) # Renamed
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spawn_boost_button = _find_or_create_action_button(actions_container, "SpawnBoost", "🚀", button_positions.spawn_boost)
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grab_button = _find_or_create_action_button(actions_container, "Grab", "👋", button_positions.grab)
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put_button = _find_or_create_action_button(actions_container, "Put", "📦", button_positions.put)
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# Order: AttackMode, SpawnBoost, Grab
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if attack_mode_button: actions_container.move_child(attack_mode_button, 0)
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if spawn_boost_button: actions_container.move_child(spawn_boost_button, 1)
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if grab_button: actions_container.move_child(grab_button, 2)
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# Hide Put Button
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if put_button:
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put_button.visible = false
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# Create settings button (top-right corner)
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settings_button = container.get_node_or_null("SettingsBtn")
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@@ -222,6 +243,13 @@ func _style_button(btn: Button, opacity: float):
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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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match button_name:
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"Grab": existing_lbl.text = "Space"
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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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return
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# Add Keyboard Shortcut Label
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@@ -238,7 +266,7 @@ func _ensure_shortcut_label(btn: Button, button_name: String):
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match button_name:
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"Grab": shortcut_lbl.text = "Space"
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"Put": shortcut_lbl.text = "" # Disabled shortcut
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"Special": shortcut_lbl.text = "Q"
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"AttackMode": shortcut_lbl.text = "Q"
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"SpawnBoost": shortcut_lbl.text = "E"
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btn.add_child(shortcut_lbl)
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@@ -257,7 +285,7 @@ func _on_button_pressed(button_name: String):
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match button_name:
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"Grab": btn = grab_button
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"Put": btn = put_button
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"Special": btn = special_button
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"AttackMode": btn = attack_mode_button
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"SpawnBoost": btn = spawn_boost_button
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if btn:
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@@ -274,17 +302,18 @@ func _on_button_pressed(button_name: String):
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emit_signal("put_pressed")
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if local_player.has_method("auto_put_item"):
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local_player.auto_put_item()
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"Special":
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emit_signal("special_pressed")
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"AttackMode":
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emit_signal("attack_mode_pressed") # Also special?
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# emit_signal("special_pressed") # Keep legacy signal?
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var powerup_mgr = local_player.get_node_or_null("PowerUpManager")
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if powerup_mgr:
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# Require Full Boost to Activate (User Request: "Connect to boost bar")
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var can_use = powerup_mgr.can_use_special()
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var boost_val = powerup_mgr.current_boost
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print("[TouchControls] Special Pressed. Boost: %s, CanUse: %s" % [boost_val, can_use])
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print("[TouchControls] AttackMode Pressed. Boost: %s, CanUse: %s" % [boost_val, can_use])
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if can_use:
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powerup_mgr.use_special_effect() # Sets is_attack_mode=true, Does NOT consume boost yet
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powerup_mgr.use_special_effect() # Sets is_attack_mode=true
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else:
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# Optional feedback for not ready?
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pass
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@@ -298,9 +327,10 @@ func _on_button_pressed(button_name: String):
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print("[TouchControls] SpawnBoost Pressed. Boost: %s, CanUse: %s" % [boost_val, can_use])
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if can_use: # Check if boost is full
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# Same usage logic, but specific action
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if local_player.special_tiles_manager and local_player.special_tiles_manager.has_method("spawn_powerups_around"):
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local_player.special_tiles_manager.spawn_powerups_around(local_player.current_position)
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powerup_mgr.reset_boost() # Consume the boost manually since we bypassed use_special_effect
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powerup_mgr.reset_boost() # Consume the boost manually
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else:
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print("[TouchControls] PowerUpManager missing on player")
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@@ -309,7 +339,7 @@ func _on_button_released(button_name: String):
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match button_name:
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"Grab": btn = grab_button
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"Put": btn = put_button
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"Special": btn = special_button
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"AttackMode": btn = attack_mode_button
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"SpawnBoost": btn = spawn_boost_button
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if btn:
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@@ -348,9 +378,12 @@ func _load_settings():
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# Load button positions
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var grab_pos = config.get_value("touch_controls", "grab_position", Vector2(-200, -240))
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var put_pos = config.get_value("touch_controls", "put_position", Vector2(-120, -160))
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var special_pos = config.get_value("touch_controls", "special_position", Vector2(-200, -80))
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var attack_mode_pos = config.get_value("touch_controls", "attack_mode_position", Vector2(-200, -80)) # Changed key from special
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if config.has_section_key("touch_controls", "special_position"): # Migrate legacy
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attack_mode_pos = config.get_value("touch_controls", "special_position", Vector2(-200, -80))
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var spawn_boost_pos = config.get_value("touch_controls", "spawn_boost_position", Vector2(-120, -80))
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button_positions = {"grab": grab_pos, "put": put_pos, "special": special_pos, "spawn_boost": spawn_boost_pos}
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button_positions = {"grab": grab_pos, "put": put_pos, "attack_mode": attack_mode_pos, "spawn_boost": spawn_boost_pos}
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# Apply loaded settings
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_apply_settings()
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@@ -367,7 +400,7 @@ func _save_settings():
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config.set_value("touch_controls", "touch_buttons_enabled", touch_buttons_enabled)
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config.set_value("touch_controls", "grab_position", button_positions.grab)
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config.set_value("touch_controls", "put_position", button_positions.put)
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config.set_value("touch_controls", "special_position", button_positions.special)
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config.set_value("touch_controls", "attack_mode_position", button_positions.attack_mode) # Renamed
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config.set_value("touch_controls", "spawn_boost_position", button_positions.spawn_boost)
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var err = config.save(CONFIG_PATH)
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@@ -393,34 +426,34 @@ func _apply_settings():
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grab_button.visible = buttons_visible
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grab_button.scale = Vector2(button_scale, button_scale)
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# Use offsets for anchored controls, not position
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grab_button.offset_left = button_positions.grab.x
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grab_button.offset_top = button_positions.grab.y
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grab_button.offset_right = button_positions.grab.x + button_size
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grab_button.offset_bottom = button_positions.grab.y + button_size
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# grab_button.offset_left = button_positions.grab.x
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# grab_button.offset_top = button_positions.grab.y
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# grab_button.offset_right = button_positions.grab.x + button_size
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# grab_button.offset_bottom = button_positions.grab.y + button_size
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if put_button:
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put_button.visible = buttons_visible
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put_button.scale = Vector2(button_scale, button_scale)
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put_button.offset_left = button_positions.put.x
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put_button.offset_top = button_positions.put.y
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put_button.offset_right = button_positions.put.x + button_size
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put_button.offset_bottom = button_positions.put.y + button_size
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put_button.visible = false # Always INTENTIONALLY HIDDEN per request
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# put_button.scale = Vector2(button_scale, button_scale)
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# put_button.offset_left = button_positions.put.x
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# put_button.offset_top = button_positions.put.y
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# put_button.offset_right = button_positions.put.x + button_size
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# put_button.offset_bottom = button_positions.put.y + button_size
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if special_button:
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special_button.visible = buttons_visible
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special_button.scale = Vector2(button_scale, button_scale)
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special_button.offset_left = button_positions.special.x
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special_button.offset_top = button_positions.special.y
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special_button.offset_right = button_positions.special.x + button_size
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special_button.offset_bottom = button_positions.special.y + button_size
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if attack_mode_button:
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attack_mode_button.visible = buttons_visible
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attack_mode_button.scale = Vector2(button_scale, button_scale)
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# attack_mode_button.offset_left = button_positions.attack_mode.x
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# attack_mode_button.offset_top = button_positions.attack_mode.y
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# attack_mode_button.offset_right = button_positions.attack_mode.x + button_size
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# attack_mode_button.offset_bottom = button_positions.attack_mode.y + button_size
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if spawn_boost_button:
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spawn_boost_button.visible = buttons_visible
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spawn_boost_button.scale = Vector2(button_scale, button_scale)
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spawn_boost_button.offset_left = button_positions.spawn_boost.x
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spawn_boost_button.offset_top = button_positions.spawn_boost.y
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spawn_boost_button.offset_right = button_positions.spawn_boost.x + button_size
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spawn_boost_button.offset_bottom = button_positions.spawn_boost.y + button_size
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# spawn_boost_button.offset_left = button_positions.spawn_boost.x
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# spawn_boost_button.offset_top = button_positions.spawn_boost.y
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# spawn_boost_button.offset_right = button_positions.spawn_boost.x + button_size
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# spawn_boost_button.offset_bottom = button_positions.spawn_boost.y + button_size
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# Force layer update
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visible = true
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@@ -430,7 +463,7 @@ func _apply_settings():
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# =============================================================================
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func set_touch_buttons_enabled(enabled: bool):
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"""Enable or disable all action buttons (grab, put, special)."""
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"""Enable or disable all action buttons (grab, put, attack_mode)."""
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touch_buttons_enabled = enabled
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_apply_settings()
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@@ -447,31 +480,8 @@ func set_button_scale(p_scale: float):
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func set_button_position(button_name: String, new_position: Vector2):
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"""Update position of a specific button."""
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button_positions[button_name] = new_position
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match button_name:
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"grab":
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if grab_button:
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grab_button.offset_left = new_position.x
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grab_button.offset_top = new_position.y
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grab_button.offset_right = new_position.x + button_size
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grab_button.offset_bottom = new_position.y + button_size
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"put":
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if put_button:
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put_button.offset_left = new_position.x
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put_button.offset_top = new_position.y
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put_button.offset_right = new_position.x + button_size
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put_button.offset_bottom = new_position.y + button_size
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"special":
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if special_button:
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special_button.offset_left = new_position.x
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special_button.offset_top = new_position.y
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special_button.offset_right = new_position.x + button_size
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special_button.offset_bottom = new_position.y + button_size
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"spawn_boost":
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if spawn_boost_button:
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spawn_boost_button.offset_left = new_position.x
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spawn_boost_button.offset_top = new_position.y
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spawn_boost_button.offset_right = new_position.x + button_size
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spawn_boost_button.offset_bottom = new_position.y + button_size
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# Logic to update offsets removed per request (Scene Controlled)
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# Only saving the data for persistence if user eventually wants it back
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func get_button_positions() -> Dictionary:
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"""Get current button positions for settings UI."""
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@@ -498,7 +508,7 @@ func _on_boost_points_changed(current_points: int, max_points: int):
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# User Request: Disable Special & SpawnBoost if < 100%
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var is_full = current_points >= (max_points - 1) # Tolerance
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_update_boost_button_state(special_button, is_full)
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_update_boost_button_state(attack_mode_button, is_full)
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_update_boost_button_state(spawn_boost_button, is_full)
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func _update_boost_button_state(btn: Button, is_enabled: bool):
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