This commit is contained in:
2026-02-12 06:53:26 +08:00
parent c37b317eb5
commit 5ec559c4c9
5 changed files with 254 additions and 84 deletions
+10
View File
@@ -120,3 +120,13 @@ use_powerup={
"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) "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)
] ]
} }
action_grab_tekton={
"deadzone": 0.5,
"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)
]
}
action_knock_tekton={
"deadzone": 0.5,
"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)
]
}
+105
View File
@@ -33,6 +33,15 @@ var is_frozen: bool = false
var is_invisible: bool = false var is_invisible: bool = false
var original_movement_range: int = 1 var original_movement_range: int = 1
# Tekton Interaction
var carried_tekton: Node3D = null
var is_carrying_tekton: bool:
get: return is_carried_tekton
set(value):
is_carried_tekton = value
# Visual/Logic side effects if any
var is_carried_tekton: bool = false
var is_attack_mode: bool = false: var is_attack_mode: bool = false:
set(value): set(value):
if is_attack_mode == value: if is_attack_mode == value:
@@ -1186,6 +1195,9 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
is_player_moving = false is_player_moving = false
target_position = Vector2i(-1, -1) target_position = Vector2i(-1, -1)
if is_carrying_tekton and is_instance_valid(carried_tekton):
carried_tekton.current_position = current_position
# FORCE SNAP: Update target visual position to the perfect grid center # FORCE SNAP: Update target visual position to the perfect grid center
# This ensures that when interpolation resumes (in _process), it pulls to the correct spot # This ensures that when interpolation resumes (in _process), it pulls to the correct spot
target_visual_position = grid_to_world(current_position) target_visual_position = grid_to_world(current_position)
@@ -1797,3 +1809,96 @@ func set_spawn_position(pos: Vector2i):
func complete_race(final_position: int): func complete_race(final_position: int):
if race_manager: if race_manager:
race_manager.on_race_completed(final_position) race_manager.on_race_completed(final_position)
# =============================================================================
# Tekton Interaction Logic
# =============================================================================
func grab_tekton():
if not is_multiplayer_authority() or is_carrying_tekton or is_frozen:
return
# Find nearby Tekton
var tekton = _find_nearby_tekton()
if tekton:
if is_multiplayer_authority():
rpc("sync_grab_tekton", tekton.get_path())
@rpc("any_peer", "call_local", "reliable")
func sync_grab_tekton(tekton_path: NodePath):
var tekton = get_node_or_null(tekton_path)
if tekton:
carried_tekton = tekton
is_carrying_tekton = true
tekton.set_carried(true, self )
print("[Player %s] Grabbed Tekton %s" % [name, tekton.name])
func throw_tekton():
if not is_multiplayer_authority() or not is_carrying_tekton:
return
# Determine throw direction (where player is facing)
# For simplicity, we use the player's current rotation to find the target tile
var forward = - global_transform.basis.z.normalized()
var throw_dir = Vector2i(round(forward.x), round(forward.z))
if throw_dir == Vector2i.ZERO: throw_dir = Vector2i(1, 0) # Fallback
var target_pos = current_position + throw_dir
if is_multiplayer_authority():
rpc("sync_throw_tekton", target_pos)
@rpc("any_peer", "call_local", "reliable")
func sync_throw_tekton(target_pos: Vector2i):
if carried_tekton:
var tekton = carried_tekton
carried_tekton = null
is_carrying_tekton = false
tekton.set_carried(false)
# Move Tekton to target pos
tekton.current_position = target_pos
# Intensity 0.5 for throw (drops 50% tiles)
tekton.on_hit(self , 0.5)
print("[Player %s] Threw Tekton to %s" % [name, target_pos])
func knock_tekton():
if not is_multiplayer_authority() or is_frozen:
return
# Requirement: Full Powerup Bar
if not powerup_manager or not powerup_manager.can_use_special():
NotificationManager.send_message(self , "Need Full Boost to Knock!", NotificationManager.MessageType.WARNING)
return
var tekton = _find_nearby_tekton()
if tekton:
# Consume Boost
powerup_manager.consume_boost(100.0)
if is_multiplayer_authority():
rpc("sync_knock_tekton", tekton.get_path())
@rpc("any_peer", "call_local", "reliable")
func sync_knock_tekton(tekton_path: NodePath):
var tekton = get_node_or_null(tekton_path)
if tekton:
# Intensity 2.0 for knock (drops 200% tiles)
tekton.on_hit(self , 2.0)
print("[Player %s] Knocked Tekton %s" % [name, tekton.name])
# Visual feedback (Juice)
if is_multiplayer_authority():
rpc("trigger_screen_shake", "heavy")
func _find_nearby_tekton() -> Node3D:
var tektons = get_tree().get_nodes_in_group("Tektons")
for tekton in tektons:
if tekton.is_carried: continue
var dist = (tekton.current_position - current_position).length()
if dist <= 1.5: # Adjacent (1.0 or 1.41)
return tekton
return null
+7 -1
View File
@@ -47,7 +47,6 @@ func _process(delta):
movement_manager.simple_move_to(target_position) movement_manager.simple_move_to(target_position)
# Targeting Mode Preview # Targeting Mode Preview
var main = player.get_node_or_null("/root/Main") var main = player.get_node_or_null("/root/Main")
if main and main.ui_manager and main.ui_manager.current_action_state == main.ui_manager.ActionState.TARGETING: if main and main.ui_manager and main.ui_manager.current_action_state == main.ui_manager.ActionState.TARGETING:
@@ -112,6 +111,13 @@ func handle_unhandled_input(event):
else: else:
# Fallback if method missing # Fallback if method missing
player.powerup_manager.use_special_effect() player.powerup_manager.use_special_effect()
KEY_G:
if player.is_carrying_tekton:
player.throw_tekton()
else:
player.grab_tekton()
KEY_B:
player.knock_tekton()
# Handle spawn point selection if not yet selected # Handle spawn point selection if not yet selected
+5 -1
View File
@@ -204,6 +204,11 @@ func activate_effect(effect: int, target_player: Node3D = null):
print("PowerUp %s on cooldown." % SpecialEffect.keys()[effect]) print("PowerUp %s on cooldown." % SpecialEffect.keys()[effect])
return return
# Check Carrying Restriction
if player.get("is_carrying_tekton") and effect != SpecialEffect.FASTER_SPEED:
NotificationManager.send_message(player, "Cannot use this power while carrying a Tekton!", NotificationManager.MessageType.WARNING)
return
# Calculate Cooldown based on Level # Calculate Cooldown based on Level
var level = powerup_levels.get(effect, 1) var level = powerup_levels.get(effect, 1)
# Linear Interp: Lvl 1 = 15s, Lvl 8 = 5s # Linear Interp: Lvl 1 = 15s, Lvl 8 = 5s
@@ -406,7 +411,6 @@ func _execute_invisible_mode(target: Node3D):
NotificationManager.send_message(target, "Invisible Mode!", NotificationManager.MessageType.POWERUP) NotificationManager.send_message(target, "Invisible Mode!", NotificationManager.MessageType.POWERUP)
# ============================================================================= # =============================================================================
# Helper: Spawn Powerups (For Super Push) # Helper: Spawn Powerups (For Super Push)
# ============================================================================= # =============================================================================
+71 -26
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@@ -11,48 +11,60 @@ signal movement_finished
var enhanced_gridmap: Node var enhanced_gridmap: Node
var is_moving: bool = false var is_moving: bool = false
var is_carried: bool = false
var carrier: Node3D = null
var tween: Tween var tween: Tween
const SIDE_OFFSET = 0.35 # Distance from center
func initialize(start_pos: Vector2i, p_gridmap: Node): func initialize(start_pos: Vector2i, p_gridmap: Node):
current_position = start_pos current_position = start_pos
enhanced_gridmap = p_gridmap enhanced_gridmap = p_gridmap
# Snap to grid visual (Center on tile) # Grounded and Side-positioned
# User wanted Z=1.0. X should ideally be 0.5 (center). # We use a consistent side offset (e.g. North-West corner of the tile)
# Ensuring consistent offset across Init, Sync, and Move. update_visual_position()
position = Vector3(current_position.x + 0.5, 1.0, current_position.y + 1.0)
# NO RPC HERE - Spawn RPC handles initial position sync
@rpc("any_peer", "call_local", "reliable") @rpc("any_peer", "call_local", "reliable")
func sync_position(pos: Vector2i): func sync_position(pos: Vector2i):
current_position = pos 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): func move_to(target_pos: Vector2i):
if is_moving: return if is_moving or is_carried: return
# Validate # Validate
if not enhanced_gridmap.is_position_valid(target_pos): if not enhanced_gridmap.is_position_valid(target_pos):
return 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 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 # Rotation
var dir = world_pos - position var dir = target_world_pos - position
if dir.length_squared() > 0.1: if dir.length_squared() > 0.01:
var target_rot = atan2(dir.x, dir.z) var target_rot = atan2(dir.x, dir.z)
rotation.y = target_rot 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 = 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(): tween.tween_callback(func():
current_position = target_pos current_position = target_pos
is_moving = false is_moving = false
@@ -69,16 +81,43 @@ func sync_movement(target_pos: Vector2i):
# --- COMBAT / INTERACTION --- # --- COMBAT / INTERACTION ---
func on_hit(attacker: Node = null): func on_hit(attacker: Node = null, intensity: float = 1.0):
"""Called when hit by a player attack.""" """Called when hit by a player attack or knock.
print("[Tekton] Hit by %s!" % (attacker.name if attacker else "Unknown")) 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) # Visual Reaction (Flash red)
_flash_damage() _flash_damage()
# Spawn Tiles # Spawn Tiles
if is_multiplayer_authority(): 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(): func _flash_damage():
var meshes = find_children("*", "MeshInstance3D", true) 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(1.2, 1.2, 1.2), 0.1)
t.tween_property(mesh, "scale", Vector3(1.0, 1.0, 1.0), 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.""" """Spawns a mix of normal and special tiles in a radius."""
if not enhanced_gridmap: return if not enhanced_gridmap: return
@@ -98,10 +137,15 @@ func spawn_tiles_around():
var rng = RandomNumberGenerator.new() var rng = RandomNumberGenerator.new()
rng.randomize() rng.randomize()
print("[Tekton] Spawning tiles around %s" % current_position) print("[Tekton] Spawning %d tiles around %s" % [count, current_position])
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)
for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1):
var pos = current_position + Vector2i(x, y) var pos = current_position + Vector2i(x, y)
# Don't overwrite the Tekton's own cell? Or do? # Don't overwrite the Tekton's own cell? Or do?
@@ -130,3 +174,4 @@ func spawn_tiles_around():
var main = get_tree().get_root().get_node_or_null("Main") var main = get_tree().get_root().get_node_or_null("Main")
if main: if main:
main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id) main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id)
spawned += 1