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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@@ -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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@@ -1186,6 +1195,9 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
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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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@@ -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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@@ -204,6 +204,11 @@ func activate_effect(effect: int, target_player: Node3D = null):
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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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# Linear Interp: Lvl 1 = 15s, Lvl 8 = 5s
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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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# Helper: Spawn Powerups (For Super Push)
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# =============================================================================
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+71
-26
@@ -11,48 +11,60 @@ signal movement_finished
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var enhanced_gridmap: Node
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var is_moving: bool = false
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var is_carried: bool = false
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var carrier: Node3D = null
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var tween: Tween
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const SIDE_OFFSET = 0.35 # Distance from center
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func initialize(start_pos: Vector2i, p_gridmap: Node):
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current_position = start_pos
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enhanced_gridmap = p_gridmap
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# Snap to grid visual (Center on tile)
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# User wanted Z=1.0. X should ideally be 0.5 (center).
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# Ensuring consistent offset across Init, Sync, and Move.
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position = Vector3(current_position.x + 0.5, 1.0, current_position.y + 1.0)
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# NO RPC HERE - Spawn RPC handles initial position sync
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# Grounded and Side-positioned
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# We use a consistent side offset (e.g. North-West corner of the tile)
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update_visual_position()
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@rpc("any_peer", "call_local", "reliable")
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func sync_position(pos: Vector2i):
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current_position = pos
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position = Vector3(current_position.x + 0.5, 1.0, current_position.y + 1.0)
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update_visual_position()
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func update_visual_position():
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if is_carried: return
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# Align with floor height (matching player's typical grounded height)
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var floor_y = 0.05
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if enhanced_gridmap and "cell_size" in enhanced_gridmap:
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floor_y = enhanced_gridmap.cell_size.y
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# Side offset: place it near the edge
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# Using NW corner (+0.2, +0.2) instead of center (+0.5, +0.5)
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position = Vector3(current_position.x + 0.2, floor_y, current_position.y + 0.2)
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func move_to(target_pos: Vector2i):
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if is_moving: return
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if is_moving or is_carried: return
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# Validate
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if not enhanced_gridmap.is_position_valid(target_pos):
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return
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# Check simple collision (optional, can be expanded)
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# For now, Tekton walks through things or we check elsewhere?
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# Controller should check validity.
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is_moving = true
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var world_pos = Vector3(target_pos.x + 0.5, 1.0, target_pos.y + 1.0)
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var floor_y = 0.05
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if enhanced_gridmap and "cell_size" in enhanced_gridmap:
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floor_y = enhanced_gridmap.cell_size.y
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var target_world_pos = Vector3(target_pos.x + 0.2, floor_y, target_pos.y + 0.2)
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# Rotation
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var dir = world_pos - position
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if dir.length_squared() > 0.1:
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var dir = target_world_pos - position
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if dir.length_squared() > 0.01:
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var target_rot = atan2(dir.x, dir.z)
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rotation.y = target_rot
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# Tween Movement (Match Z+0.5 offset for symmetry during movement as requested)
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var final_world_pos = Vector3(target_pos.x + 0.5, 1.0, target_pos.y + 0.5)
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tween = create_tween()
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tween.tween_property(self, "position", final_world_pos, movement_speed).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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tween.tween_property(self , "position", target_world_pos, movement_speed).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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tween.tween_callback(func():
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current_position = target_pos
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is_moving = false
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@@ -69,16 +81,43 @@ func sync_movement(target_pos: Vector2i):
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# --- COMBAT / INTERACTION ---
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func on_hit(attacker: Node = null):
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"""Called when hit by a player attack."""
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print("[Tekton] Hit by %s!" % (attacker.name if attacker else "Unknown"))
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func on_hit(attacker: Node = null, intensity: float = 1.0):
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"""Called when hit by a player attack or knock.
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Intensity: 0.5 for throw, 1.0+ for knock."""
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print("[Tekton] Hit by %s! Intensity: %.1f" % [attacker.name if attacker else "Unknown", intensity])
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# Visual Reaction (Flash red)
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_flash_damage()
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# Spawn Tiles
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if is_multiplayer_authority():
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spawn_tiles_around()
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var tile_count = int(8 * intensity) # Base 8 tiles for 1.0 intensity
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spawn_tiles_around(tile_count)
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@rpc("any_peer", "call_local")
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func set_carried(state: bool, p_carrier: Node3D = null):
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is_carried = state
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carrier = p_carrier
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is_moving = false
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if tween: tween.kill()
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# Disable/Enable controller
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var controller = get_node_or_null("TektonController")
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if controller:
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controller.set_physics_process(not state)
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if state:
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controller.get_node("Timer").stop()
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else:
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controller.call("_start_timer")
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if not state:
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update_visual_position()
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func _process(delta):
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if is_carried and is_instance_valid(carrier):
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# Carry on head: offset Y by approx carrier height (e.g. 1.25)
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global_position = carrier.global_position + Vector3(0, 1.5, 0)
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rotation = carrier.rotation
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func _flash_damage():
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var meshes = find_children("*", "MeshInstance3D", true)
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@@ -90,7 +129,7 @@ func _flash_damage():
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t.tween_property(mesh, "scale", Vector3(1.2, 1.2, 1.2), 0.1)
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t.tween_property(mesh, "scale", Vector3(1.0, 1.0, 1.0), 0.1)
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func spawn_tiles_around():
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func spawn_tiles_around(count: int = 4):
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"""Spawns a mix of normal and special tiles in a radius."""
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if not enhanced_gridmap: return
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@@ -98,10 +137,15 @@ func spawn_tiles_around():
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var rng = RandomNumberGenerator.new()
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rng.randomize()
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print("[Tekton] Spawning tiles around %s" % current_position)
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print("[Tekton] Spawning %d tiles around %s" % [count, current_position])
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var spawned = 0
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var attempts = 0
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while spawned < count and attempts < 25:
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attempts += 1
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var x = rng.randi_range(-radius, radius)
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var y = rng.randi_range(-radius, radius)
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for x in range(-radius, radius + 1):
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for y in range(-radius, radius + 1):
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var pos = current_position + Vector2i(x, y)
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# Don't overwrite the Tekton's own cell? Or do?
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@@ -130,3 +174,4 @@ func spawn_tiles_around():
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var main = get_tree().get_root().get_node_or_null("Main")
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if main:
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main.rpc("sync_grid_item", pos.x, 1, pos.y, item_id)
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spawned += 1
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Block a user