feat: implement player character with state management, network synchronization, and manager integration.

This commit is contained in:
Yogi Wiguna
2026-02-12 11:48:03 +08:00
parent da858c12aa
commit 5cf77c19ab
2 changed files with 36 additions and 11 deletions
+21 -7
View File
@@ -1933,6 +1933,10 @@ func sync_throw_tekton(target_pos: Vector2i):
if p.has_method("apply_stagger"):
print("[Throw] Applying stagger to %s" % p.name)
p.apply_stagger(3.0)
# Apply floor freeze around the stunned player (Radius 0 or 1? "change to 6" implies under them)
if tekton.has_method("temporarily_change_floor"):
tekton.temporarily_change_floor(Vector2i(p.current_position.x, p.current_position.y), 1, 6, 3.0)
NotificationManager.send_message(self , "Stunned " + p.name + "!", NotificationManager.MessageType.WARNING)
# 2. Tekton drops tiles (Spawn tiles around) AND shrinks
@@ -1976,12 +1980,22 @@ func sync_knock_tekton(tekton_path: NodePath):
if is_multiplayer_authority():
rpc("trigger_screen_shake", "heavy")
func _find_nearby_tekton() -> Node3D:
func _find_nearby_tekton() -> Node3D: # Find closest Tekton
var closest_tekton = null
var min_dist = 9999.0
var tektons = get_tree().get_nodes_in_group("Tektons")
for tekton in tektons:
if tekton.is_carried: continue
for t in tektons:
if t.is_carried: continue
if t.get("is_recovering"): continue # Cannot grab recovering/shrunk Tekton
var dist = (tekton.current_position - current_position).length()
if dist <= 1.5: # Adjacent (1.0 or 1.41)
return tekton
return null
# Check adjacency (or same tile)
# Assuming is_adjacent_or_same is a helper function that checks if two Vector2i are adjacent or the same.
# For example: (pos1 - pos2).length_squared() <= 2 (for adjacent or same tile)
var dist_grid = (t.current_position - current_position).length()
if dist_grid <= 1.5: # Adjacent (1.0 or 1.41) or same tile (0.0)
var dist = global_position.distance_to(t.global_position)
if dist < min_dist:
min_dist = dist
closest_tekton = t
return closest_tekton
+15 -4
View File
@@ -145,11 +145,15 @@ func _flash_damage():
t.tween_property(mesh, "scale", base_scale * 1.2, 0.1)
t.tween_property(mesh, "scale", base_scale, 0.1)
var is_recovering: bool = false # True when shrunk/waiting
@rpc("any_peer", "call_local", "reliable")
func on_thrown_landing(attacker: Node = null):
"""Called when Tekton lands after being thrown."""
print("[Tekton] Landed! Shrinking and waiting...")
is_recovering = true
# Disable movement/interaction logic temporarily
var controller = get_node_or_null("TektonController")
if controller and controller.get("timer"):
@@ -170,8 +174,8 @@ func on_thrown_landing(attacker: Node = null):
var t = create_tween()
t.tween_property(mesh, "scale", base_scale * 0.5, 0.2).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
# Wait 1 seconds
await get_tree().create_timer(1.0).timeout
# Wait 3 seconds
await get_tree().create_timer(3.0).timeout
# Grow back
for i in range(mesh_cache.size()):
@@ -181,6 +185,8 @@ func on_thrown_landing(attacker: Node = null):
var t = create_tween()
t.tween_property(mesh, "scale", base_scale, 0.2).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
is_recovering = false
# Resume AI
if controller and controller.has_method("_start_timer"):
if is_multiplayer_authority() and not is_carried:
@@ -191,9 +197,14 @@ func on_thrown_landing(attacker: Node = null):
spawn_tiles_around(8) # Standard amount
# Floor Freeze (Visual/Instant - Run on all clients locally)
_temporarily_change_floor(current_position, 1, 6, 3.0)
temporarily_change_floor(current_position, 1, 6, 3.0)
# Stun nearby players handled by Thrower (Player.gd) or here?
# Player.gd handles the stun call because it knows the impact zone context better?
# Actually, Player.gd calls this function. Player.gd *also* iterates players to stun them.
# That is fine.
func _temporarily_change_floor(center: Vector2i, radius: int, new_id: int, duration: float):
func temporarily_change_floor(center: Vector2i, radius: int, new_id: int, duration: float):
if not enhanced_gridmap: return
# Run locally on all clients to ensure instant feedback without network delay