update
This commit is contained in:
@@ -120,3 +120,13 @@ use_powerup={
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
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]
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}
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action_grab_tekton={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":71,"physical_keycode":0,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
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]
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}
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action_knock_tekton={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":66,"physical_keycode":0,"key_label":0,"unicode":98,"location":0,"echo":false,"script":null)
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]
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}
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+128
-23
@@ -33,6 +33,15 @@ var is_frozen: bool = false
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var is_invisible: bool = false
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var original_movement_range: int = 1
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# Tekton Interaction
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var carried_tekton: Node3D = null
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var is_carrying_tekton: bool:
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get: return is_carried_tekton
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set(value):
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is_carried_tekton = value
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# Visual/Logic side effects if any
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var is_carried_tekton: bool = false
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var is_attack_mode: bool = false:
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set(value):
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if is_attack_mode == value:
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@@ -41,9 +50,9 @@ var is_attack_mode: bool = false:
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is_attack_mode = value
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# Visual feedback for attack mode (Red Tint)
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if is_attack_mode:
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_apply_tint_recursive(self, Color(1.0, 0.5, 0.5))
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_apply_tint_recursive(self , Color(1.0, 0.5, 0.5))
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else:
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_apply_tint_recursive(self, Color.WHITE)
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_apply_tint_recursive(self , Color.WHITE)
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# Sync to others if we are the authority
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if is_multiplayer_authority():
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@@ -148,7 +157,7 @@ const AVAILABLE_CHARACTERS: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
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set(value):
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is_my_turn = value
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if is_my_turn and is_multiplayer_authority():
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NotificationManager.send_message(self, NotificationManager.MESSAGES.TURN_START, NotificationManager.MessageType.NORMAL)
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NotificationManager.send_message(self , NotificationManager.MESSAGES.TURN_START, NotificationManager.MessageType.NORMAL)
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@export var has_moved_this_turn = false
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@@ -287,39 +296,39 @@ func _init_managers():
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movement_manager = load("res://scripts/managers/player_movement_manager.gd").new()
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movement_manager.name = "MovementManager"
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add_child(movement_manager)
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movement_manager.initialize(self, enhanced_gridmap)
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movement_manager.initialize(self , enhanced_gridmap)
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race_manager = load("res://scripts/managers/player_race_manager.gd").new()
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race_manager.name = "RaceManager"
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add_child(race_manager)
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race_manager.initialize(self, enhanced_gridmap)
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race_manager.initialize(self , enhanced_gridmap)
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# Skip InputManager for bots
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if not (is_bot or is_in_group("Bots")):
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input_manager = load("res://scripts/managers/player_input_manager.gd").new()
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input_manager.name = "InputManager"
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add_child(input_manager)
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input_manager.initialize(self, movement_manager, race_manager)
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input_manager.initialize(self , movement_manager, race_manager)
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playerboard_manager = load("res://scripts/managers/playerboard_manager.gd").new()
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playerboard_manager.name = "PlayerboardManager"
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add_child(playerboard_manager)
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playerboard_manager.initialize(self, enhanced_gridmap)
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playerboard_manager.initialize(self , enhanced_gridmap)
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action_manager = load("res://scripts/managers/player_action_manager.gd").new()
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action_manager.name = "ActionManager"
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add_child(action_manager)
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action_manager.initialize(self, enhanced_gridmap)
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action_manager.initialize(self , enhanced_gridmap)
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special_tiles_manager = load("res://scripts/managers/special_tiles_manager.gd").new()
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special_tiles_manager.name = "SpecialTilesManager"
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add_child(special_tiles_manager)
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special_tiles_manager.initialize(self, enhanced_gridmap)
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special_tiles_manager.initialize(self , enhanced_gridmap)
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powerup_manager = load("res://scripts/managers/powerup_manager.gd").new()
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powerup_manager.name = "PowerUpManager"
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add_child(powerup_manager)
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powerup_manager.initialize(self, enhanced_gridmap)
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powerup_manager.initialize(self , enhanced_gridmap)
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# =============================================================================
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# Character Selection
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@@ -689,7 +698,7 @@ func apply_stagger(duration: float = 1.5):
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return # Already staggered
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is_frozen = true
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_apply_tint_recursive(self, Color.BLUE) # Visual feedback
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_apply_tint_recursive(self , Color.BLUE) # Visual feedback
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# Set immunity (3 seconds as requested)
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immunity_timer = 3.0
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@@ -697,7 +706,7 @@ func apply_stagger(duration: float = 1.5):
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print("Player %s staggered for %.1f seconds" % [name, duration])
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if is_multiplayer_authority():
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NotificationManager.send_message(self, NotificationManager.MESSAGES.CRUSHED, NotificationManager.MessageType.WARNING)
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NotificationManager.send_message(self , NotificationManager.MESSAGES.CRUSHED, NotificationManager.MessageType.WARNING)
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drop_random_item()
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# Grant "Smashed" Bonus (1 bar, max 2)
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@@ -709,20 +718,20 @@ func apply_stagger(duration: float = 1.5):
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is_frozen = false
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# If still immune, show immunity tint (Green?), otherwise White
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if immunity_timer > 0:
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_apply_tint_recursive(self, Color(0.5, 1.0, 0.5)) # Light Green for immunity
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_apply_tint_recursive(self , Color(0.5, 1.0, 0.5)) # Light Green for immunity
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else:
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_apply_tint_recursive(self, Color.WHITE) # Remove tint
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_apply_tint_recursive(self , Color.WHITE) # Remove tint
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@rpc("any_peer", "call_local")
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func apply_slow_effect(duration: float = 3.0):
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# "area with blue like wall... Player who cross on that area will got slowed and freeze effect"
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# Visual: Blue Tint
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_apply_tint_recursive(self, Color(0.6, 0.8, 1.0)) # Icy Blue
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_apply_tint_recursive(self , Color(0.6, 0.8, 1.0)) # Icy Blue
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# Logic: Slow Movement speed
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if movement_manager:
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# Use 0.2 multipliers to match "slowed" request (20% speed)
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movement_manager.set_speed_multiplier(0.2)
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movement_manager.set_speed_multiplier(0.2)
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print("Player %s is slowed for %.1f seconds" % [name, duration])
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@@ -740,9 +749,9 @@ func apply_slow_effect(duration: float = 3.0):
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movement_manager.set_speed_multiplier(1.0)
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if immunity_timer > 0:
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_apply_tint_recursive(self, Color(0.5, 1.0, 0.5))
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_apply_tint_recursive(self , Color(0.5, 1.0, 0.5))
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else:
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_apply_tint_recursive(self, Color.WHITE)
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_apply_tint_recursive(self , Color.WHITE)
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func playerboard_is_empty() -> bool:
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for item in playerboard:
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@@ -779,7 +788,7 @@ func drop_random_item():
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var cell = Vector3i(drop_pos.x, 0, drop_pos.y)
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rpc("sync_grid_item", cell.x, cell.y, cell.z, item_id)
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NotificationManager.send_message(self, NotificationManager.MESSAGES.DROPPED_ITEM, NotificationManager.MessageType.WARNING)
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NotificationManager.send_message(self , NotificationManager.MESSAGES.DROPPED_ITEM, NotificationManager.MessageType.WARNING)
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print("Player %s dropped item %d at %s" % [name, item_id, drop_pos])
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@@ -805,7 +814,7 @@ func drop_all_tiles():
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if dropped_count > 0:
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rpc("sync_playerboard", playerboard)
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rpc("trigger_screen_shake", "targeted")
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NotificationManager.send_message(self, NotificationManager.MESSAGES.CRITICALLY_HIT, NotificationManager.MessageType.WARNING)
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NotificationManager.send_message(self , NotificationManager.MESSAGES.CRITICALLY_HIT, NotificationManager.MessageType.WARNING)
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print("Player %s dropped %d tiles due to Super Push" % [name, dropped_count])
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func _find_valid_drop_position() -> Vector2i:
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@@ -865,7 +874,7 @@ func attempt_target_action(target_index: int):
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if target_player == self and effect != 4: # 4 = INVISIBLE (Self)
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# Trying to target self with harmful effect?
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NotificationManager.send_message(self, NotificationManager.MESSAGES.CANT_TARGET_SELF, NotificationManager.MessageType.WARNING)
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NotificationManager.send_message(self , NotificationManager.MESSAGES.CANT_TARGET_SELF, NotificationManager.MessageType.WARNING)
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return
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# 3. Activate Effect
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@@ -941,7 +950,7 @@ func _process(delta):
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immunity_timer -= delta
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if immunity_timer <= 0:
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immunity_timer = 0
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_apply_tint_recursive(self, Color.WHITE) # Remove immunity tint
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_apply_tint_recursive(self , Color.WHITE) # Remove immunity tint
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@rpc("any_peer", "call_local")
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func ping_existence():
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@@ -1179,13 +1188,16 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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for point in path:
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# Use global_position for consistency
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tween.tween_property(self, "global_position", grid_to_world(Vector2i(point.x, point.y)), step_duration)
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tween.tween_property(self , "global_position", grid_to_world(Vector2i(point.x, point.y)), step_duration)
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tween.tween_callback(func():
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current_position = Vector2i(path[-1].x, path[-1].y)
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is_player_moving = false
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target_position = Vector2i(-1, -1)
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if is_carrying_tekton and is_instance_valid(carried_tekton):
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carried_tekton.current_position = current_position
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# FORCE SNAP: Update target visual position to the perfect grid center
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# This ensures that when interpolation resumes (in _process), it pulls to the correct spot
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target_visual_position = grid_to_world(current_position)
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@@ -1797,3 +1809,96 @@ func set_spawn_position(pos: Vector2i):
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func complete_race(final_position: int):
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if race_manager:
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race_manager.on_race_completed(final_position)
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# =============================================================================
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# Tekton Interaction Logic
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# =============================================================================
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func grab_tekton():
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if not is_multiplayer_authority() or is_carrying_tekton or is_frozen:
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return
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# Find nearby Tekton
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var tekton = _find_nearby_tekton()
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if tekton:
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if is_multiplayer_authority():
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rpc("sync_grab_tekton", tekton.get_path())
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@rpc("any_peer", "call_local", "reliable")
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func sync_grab_tekton(tekton_path: NodePath):
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var tekton = get_node_or_null(tekton_path)
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if tekton:
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carried_tekton = tekton
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is_carrying_tekton = true
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tekton.set_carried(true, self )
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print("[Player %s] Grabbed Tekton %s" % [name, tekton.name])
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func throw_tekton():
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if not is_multiplayer_authority() or not is_carrying_tekton:
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return
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# Determine throw direction (where player is facing)
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# For simplicity, we use the player's current rotation to find the target tile
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var forward = - global_transform.basis.z.normalized()
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var throw_dir = Vector2i(round(forward.x), round(forward.z))
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if throw_dir == Vector2i.ZERO: throw_dir = Vector2i(1, 0) # Fallback
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var target_pos = current_position + throw_dir
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if is_multiplayer_authority():
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rpc("sync_throw_tekton", target_pos)
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@rpc("any_peer", "call_local", "reliable")
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func sync_throw_tekton(target_pos: Vector2i):
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if carried_tekton:
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var tekton = carried_tekton
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carried_tekton = null
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is_carrying_tekton = false
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tekton.set_carried(false)
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# Move Tekton to target pos
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tekton.current_position = target_pos
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# Intensity 0.5 for throw (drops 50% tiles)
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tekton.on_hit(self , 0.5)
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print("[Player %s] Threw Tekton to %s" % [name, target_pos])
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func knock_tekton():
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if not is_multiplayer_authority() or is_frozen:
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return
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# Requirement: Full Powerup Bar
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if not powerup_manager or not powerup_manager.can_use_special():
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NotificationManager.send_message(self , "Need Full Boost to Knock!", NotificationManager.MessageType.WARNING)
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return
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var tekton = _find_nearby_tekton()
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if tekton:
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# Consume Boost
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powerup_manager.consume_boost(100.0)
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if is_multiplayer_authority():
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rpc("sync_knock_tekton", tekton.get_path())
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@rpc("any_peer", "call_local", "reliable")
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func sync_knock_tekton(tekton_path: NodePath):
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var tekton = get_node_or_null(tekton_path)
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if tekton:
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# Intensity 2.0 for knock (drops 200% tiles)
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tekton.on_hit(self , 2.0)
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print("[Player %s] Knocked Tekton %s" % [name, tekton.name])
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# Visual feedback (Juice)
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if is_multiplayer_authority():
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rpc("trigger_screen_shake", "heavy")
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func _find_nearby_tekton() -> Node3D:
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var tektons = get_tree().get_nodes_in_group("Tektons")
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for tekton in tektons:
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if tekton.is_carried: continue
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var dist = (tekton.current_position - current_position).length()
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if dist <= 1.5: # Adjacent (1.0 or 1.41)
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return tekton
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return null
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@@ -47,7 +47,6 @@ func _process(delta):
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movement_manager.simple_move_to(target_position)
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# Targeting Mode Preview
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var main = player.get_node_or_null("/root/Main")
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if main and main.ui_manager and main.ui_manager.current_action_state == main.ui_manager.ActionState.TARGETING:
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@@ -69,7 +68,7 @@ func _process(delta):
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# Choose highlight color/mesh based on skill
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# User Request: Use default hover item (1)
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var highlight_id = 1
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var highlight_id = 1
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player.highlight_cells_if_authorized(area, highlight_id)
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@@ -104,7 +103,7 @@ func handle_unhandled_input(event):
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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:
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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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@@ -112,6 +111,13 @@ func handle_unhandled_input(event):
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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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KEY_G:
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if player.is_carrying_tekton:
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player.throw_tekton()
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else:
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player.grab_tekton()
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KEY_B:
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player.knock_tekton()
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# Handle spawn point selection if not yet selected
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@@ -7,15 +7,15 @@ const HOLO_TILES = [11, 12, 13, 14]
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enum SpecialEffect {
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FASTER_SPEED, # ID 11
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AREA_FREEZE, # ID 12
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BLOCK_FLOOR, # ID 13
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AREA_FREEZE, # ID 12
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BLOCK_FLOOR, # ID 13
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INVISIBLE_MODE # ID 14
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}
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# Levels & Cooldowns
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var powerup_levels: Dictionary = {} # EffectEnum -> int (1 to 8)
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var powerup_levels: Dictionary = {} # EffectEnum -> int (1 to 8)
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var powerup_cooldowns: Dictionary = {} # EffectEnum -> float (Time Remaining)
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var active_buffs: Dictionary = {} # EffectEnum -> float (Duration Running)
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var active_buffs: Dictionary = {} # EffectEnum -> float (Duration Running)
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# Cooldown Constants (Level 1 / Level 8)
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const COOLDOWN_L1 = 15.0
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@@ -203,6 +203,11 @@ func activate_effect(effect: int, target_player: Node3D = null):
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if powerup_cooldowns.get(effect, 0.0) > 0:
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print("PowerUp %s on cooldown." % SpecialEffect.keys()[effect])
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return
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# Check Carrying Restriction
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if player.get("is_carrying_tekton") and effect != SpecialEffect.FASTER_SPEED:
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NotificationManager.send_message(player, "Cannot use this power while carrying a Tekton!", NotificationManager.MessageType.WARNING)
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return
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# Calculate Cooldown based on Level
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var level = powerup_levels.get(effect, 1)
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@@ -241,7 +246,7 @@ func activate_effect(effect: int, target_player: Node3D = null):
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NotificationManager.send_message(player, msg, NotificationManager.MessageType.NORMAL)
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# Do NOT set cooldown yet. Cooldown sets on execution.
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# Revert the cooldown set above (hacky but handles the split flow)
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powerup_cooldowns[effect] = 0.0
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powerup_cooldowns[effect] = 0.0
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emit_signal("cooldown_updated", effect, 0.0, 0.0)
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print("[SpecialTiles] Entered Targeting Mode for %s" % SpecialEffect.keys()[effect])
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return # Exit, wait for input
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@@ -406,7 +411,6 @@ func _execute_invisible_mode(target: Node3D):
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NotificationManager.send_message(target, "Invisible Mode!", NotificationManager.MessageType.POWERUP)
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||||
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||||
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||||
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||||
# =============================================================================
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||||
# Helper: Spawn Powerups (For Super Push)
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||||
# =============================================================================
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||||
@@ -460,7 +464,7 @@ func _update_freeze_zones(delta: float):
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if dx <= zone.radius and dy <= zone.radius:
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||||
# Apply slow effect repeatedly
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||||
# We use a short duration so it expires quickly if they leave
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||||
p.rpc("apply_slow_effect", 0.5)
|
||||
p.rpc("apply_slow_effect", 0.5)
|
||||
|
||||
if zone.timer <= 0:
|
||||
zones_to_remove.append(i)
|
||||
|
||||
+96
-51
@@ -11,48 +11,60 @@ signal movement_finished
|
||||
|
||||
var enhanced_gridmap: Node
|
||||
var is_moving: bool = false
|
||||
var is_carried: bool = false
|
||||
var carrier: Node3D = null
|
||||
var tween: Tween
|
||||
|
||||
const SIDE_OFFSET = 0.35 # Distance from center
|
||||
|
||||
func initialize(start_pos: Vector2i, p_gridmap: Node):
|
||||
current_position = start_pos
|
||||
enhanced_gridmap = p_gridmap
|
||||
|
||||
# Snap to grid visual (Center on tile)
|
||||
# User wanted Z=1.0. X should ideally be 0.5 (center).
|
||||
# Ensuring consistent offset across Init, Sync, and Move.
|
||||
position = Vector3(current_position.x + 0.5, 1.0, current_position.y + 1.0)
|
||||
|
||||
# NO RPC HERE - Spawn RPC handles initial position sync
|
||||
# Grounded and Side-positioned
|
||||
# We use a consistent side offset (e.g. North-West corner of the tile)
|
||||
update_visual_position()
|
||||
|
||||
@rpc("any_peer", "call_local", "reliable")
|
||||
func sync_position(pos: Vector2i):
|
||||
current_position = pos
|
||||
position = Vector3(current_position.x + 0.5, 1.0, current_position.y + 1.0)
|
||||
update_visual_position()
|
||||
|
||||
func update_visual_position():
|
||||
if is_carried: return
|
||||
|
||||
# Align with floor height (matching player's typical grounded height)
|
||||
var floor_y = 0.05
|
||||
if enhanced_gridmap and "cell_size" in enhanced_gridmap:
|
||||
floor_y = enhanced_gridmap.cell_size.y
|
||||
|
||||
# Side offset: place it near the edge
|
||||
# Using NW corner (+0.2, +0.2) instead of center (+0.5, +0.5)
|
||||
position = Vector3(current_position.x + 0.2, floor_y, current_position.y + 0.2)
|
||||
|
||||
func move_to(target_pos: Vector2i):
|
||||
if is_moving: return
|
||||
if is_moving or is_carried: return
|
||||
|
||||
# Validate
|
||||
if not enhanced_gridmap.is_position_valid(target_pos):
|
||||
return
|
||||
|
||||
# Check simple collision (optional, can be expanded)
|
||||
# For now, Tekton walks through things or we check elsewhere?
|
||||
# Controller should check validity.
|
||||
|
||||
is_moving = true
|
||||
var world_pos = Vector3(target_pos.x + 0.5, 1.0, target_pos.y + 1.0)
|
||||
|
||||
var floor_y = 0.05
|
||||
if enhanced_gridmap and "cell_size" in enhanced_gridmap:
|
||||
floor_y = enhanced_gridmap.cell_size.y
|
||||
|
||||
var target_world_pos = Vector3(target_pos.x + 0.2, floor_y, target_pos.y + 0.2)
|
||||
|
||||
# Rotation
|
||||
var dir = world_pos - position
|
||||
if dir.length_squared() > 0.1:
|
||||
var dir = target_world_pos - position
|
||||
if dir.length_squared() > 0.01:
|
||||
var target_rot = atan2(dir.x, dir.z)
|
||||
rotation.y = target_rot
|
||||
|
||||
# Tween Movement (Match Z+0.5 offset for symmetry during movement as requested)
|
||||
var final_world_pos = Vector3(target_pos.x + 0.5, 1.0, target_pos.y + 0.5)
|
||||
tween = create_tween()
|
||||
tween.tween_property(self, "position", final_world_pos, movement_speed).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
tween.tween_property(self , "position", target_world_pos, movement_speed).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
tween.tween_callback(func():
|
||||
current_position = target_pos
|
||||
is_moving = false
|
||||
@@ -69,16 +81,43 @@ func sync_movement(target_pos: Vector2i):
|
||||
|
||||
# --- COMBAT / INTERACTION ---
|
||||
|
||||
func on_hit(attacker: Node = null):
|
||||
"""Called when hit by a player attack."""
|
||||
print("[Tekton] Hit by %s!" % (attacker.name if attacker else "Unknown"))
|
||||
func on_hit(attacker: Node = null, intensity: float = 1.0):
|
||||
"""Called when hit by a player attack or knock.
|
||||
Intensity: 0.5 for throw, 1.0+ for knock."""
|
||||
print("[Tekton] Hit by %s! Intensity: %.1f" % [attacker.name if attacker else "Unknown", intensity])
|
||||
|
||||
# Visual Reaction (Flash red)
|
||||
_flash_damage()
|
||||
|
||||
# Spawn Tiles
|
||||
if is_multiplayer_authority():
|
||||
spawn_tiles_around()
|
||||
var tile_count = int(8 * intensity) # Base 8 tiles for 1.0 intensity
|
||||
spawn_tiles_around(tile_count)
|
||||
|
||||
@rpc("any_peer", "call_local")
|
||||
func set_carried(state: bool, p_carrier: Node3D = null):
|
||||
is_carried = state
|
||||
carrier = p_carrier
|
||||
is_moving = false
|
||||
if tween: tween.kill()
|
||||
|
||||
# Disable/Enable controller
|
||||
var controller = get_node_or_null("TektonController")
|
||||
if controller:
|
||||
controller.set_physics_process(not state)
|
||||
if state:
|
||||
controller.get_node("Timer").stop()
|
||||
else:
|
||||
controller.call("_start_timer")
|
||||
|
||||
if not state:
|
||||
update_visual_position()
|
||||
|
||||
func _process(delta):
|
||||
if is_carried and is_instance_valid(carrier):
|
||||
# Carry on head: offset Y by approx carrier height (e.g. 1.25)
|
||||
global_position = carrier.global_position + Vector3(0, 1.5, 0)
|
||||
rotation = carrier.rotation
|
||||
|
||||
func _flash_damage():
|
||||
var meshes = find_children("*", "MeshInstance3D", true)
|
||||
@@ -90,7 +129,7 @@ func _flash_damage():
|
||||
t.tween_property(mesh, "scale", Vector3(1.2, 1.2, 1.2), 0.1)
|
||||
t.tween_property(mesh, "scale", Vector3(1.0, 1.0, 1.0), 0.1)
|
||||
|
||||
func spawn_tiles_around():
|
||||
func spawn_tiles_around(count: int = 4):
|
||||
"""Spawns a mix of normal and special tiles in a radius."""
|
||||
if not enhanced_gridmap: return
|
||||
|
||||
@@ -98,35 +137,41 @@ func spawn_tiles_around():
|
||||
var rng = RandomNumberGenerator.new()
|
||||
rng.randomize()
|
||||
|
||||
print("[Tekton] Spawning tiles around %s" % current_position)
|
||||
print("[Tekton] Spawning %d tiles around %s" % [count, current_position])
|
||||
|
||||
for x in range(-radius, radius + 1):
|
||||
for y in range(-radius, radius + 1):
|
||||
var pos = current_position + Vector2i(x, y)
|
||||
var spawned = 0
|
||||
var attempts = 0
|
||||
while spawned < count and attempts < 25:
|
||||
attempts += 1
|
||||
var x = rng.randi_range(-radius, radius)
|
||||
var y = rng.randi_range(-radius, radius)
|
||||
|
||||
var pos = current_position + Vector2i(x, y)
|
||||
|
||||
# Don't overwrite the Tekton's own cell? Or do?
|
||||
# Maybe avoid center.
|
||||
if x == 0 and y == 0: continue
|
||||
|
||||
if enhanced_gridmap.is_position_valid(pos):
|
||||
# 50% chance to spawn something
|
||||
if rng.randf() > 0.5: continue
|
||||
|
||||
# Don't overwrite the Tekton's own cell? Or do?
|
||||
# Maybe avoid center.
|
||||
if x == 0 and y == 0: continue
|
||||
# Determine Type
|
||||
var item_id: int
|
||||
var roll = rng.randf()
|
||||
|
||||
if enhanced_gridmap.is_position_valid(pos):
|
||||
# 50% chance to spawn something
|
||||
if rng.randf() > 0.5: continue
|
||||
if roll < 0.6:
|
||||
# 60% Normal Tile (7-10)
|
||||
item_id = rng.randi_range(7, 10)
|
||||
elif roll < 0.9:
|
||||
# 30% PowerUp (11-14)
|
||||
item_id = rng.randi_range(11, 14)
|
||||
else:
|
||||
# 10% Obstacle/Trap (optional)
|
||||
item_id = -1 # Clear?
|
||||
|
||||
# Determine Type
|
||||
var item_id: int
|
||||
var roll = rng.randf()
|
||||
|
||||
if roll < 0.6:
|
||||
# 60% Normal Tile (7-10)
|
||||
item_id = rng.randi_range(7, 10)
|
||||
elif roll < 0.9:
|
||||
# 30% PowerUp (11-14)
|
||||
item_id = rng.randi_range(11, 14)
|
||||
else:
|
||||
# 10% Obstacle/Trap (optional)
|
||||
item_id = -1 # Clear?
|
||||
|
||||
if item_id != -1:
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id)
|
||||
if item_id != -1:
|
||||
var main = get_tree().get_root().get_node_or_null("Main")
|
||||
if main:
|
||||
main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id)
|
||||
spawned += 1
|
||||
|
||||
Reference in New Issue
Block a user