feat: Add core player input, movement, and special ability management systems with new UI components.
This commit is contained in:
+3
-3
@@ -1640,8 +1640,8 @@ func sync_grid_item(x: int, y: int, z: int, item: int):
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var f1 = enhanced_gridmap.get_cell_item(Vector3i(x, 1, z))
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# Block if Layer 0 is Wall (4) or Void (-1)
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# OR Layer 1 is already a wall (4 or 13)
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if f0 in [4, -1] or f1 == 4 or f1 == 13:
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# OR Layer 1 is already a wall (4)
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if f0 in [4, -1] or f1 == 4:
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return
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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@@ -1666,7 +1666,7 @@ func sync_grid_items_batch(data: Array):
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if y == 1 and item >= 7 and item <= 20:
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var f0 = enhanced_gridmap.get_cell_item(Vector3i(x, 0, z))
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var f1 = enhanced_gridmap.get_cell_item(Vector3i(x, 1, z))
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if f0 in [4, -1] or f1 == 4 or f1 == 13:
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if f0 in [4, -1] or f1 == 4:
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continue
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enhanced_gridmap.set_cell_item(Vector3i(x, y, z), item)
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@@ -114,22 +114,29 @@ func handle_unhandled_input(event):
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# Unified check for PowerUp keys
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if ek == key_p1:
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player.activate_powerup(0) # FASTER_SPEED
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elif ek == key_p2:
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if is_sng:
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player.activate_powerup(3) # Ghost for SNG P2
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else:
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player.activate_powerup(2) # Wall for Normal P2
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elif ek == key_p3 and not is_sng:
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player.activate_powerup(1) # AREA_FREEZE
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elif ek == key_p4 and not is_sng:
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player.activate_powerup(3) # INVISIBLE_MODE
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# Single Slot Logic: Find whatever powerup is currently set to 'true' and activate it
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var active_effect = -1
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if player.special_tiles_manager:
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for effect_key in player.special_tiles_manager.inventory:
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if player.special_tiles_manager.inventory[effect_key]:
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active_effect = effect_key
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break
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# Non-Remappable variants (Numpad) - Optional fallback
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if active_effect != -1:
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player.activate_powerup(active_effect)
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else:
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print("No powerup in slot 1 to activate.")
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# KP Fallback
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elif ek == KEY_KP_1:
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player.activate_powerup(0)
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elif ek == KEY_KP_2:
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player.activate_powerup(3 if is_sng else 2)
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var active_effect = -1
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if player.special_tiles_manager:
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for effect_key in player.special_tiles_manager.inventory:
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if player.special_tiles_manager.inventory[effect_key]:
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active_effect = effect_key
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break
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if active_effect != -1:
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player.activate_powerup(active_effect)
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# Action Buttons (Remappable)
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elif ek == SettingsManager.get_control_keycode("attack_mode"):
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@@ -96,7 +96,7 @@ func simple_move_to(grid_position: Vector2i) -> bool:
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return false
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# Check Floor 1 (Obstacles/Walls)
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if (cell_item != -1 and cell_item in [4, 13, 16]) and not is_wall_passable:
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if (cell_item != -1 and cell_item in [4, 16]) and not is_wall_passable:
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print("[Move] Failed: Blocked by Item %d on Floor 1" % cell_item)
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return false
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@@ -118,6 +118,12 @@ func initialize(p_player: Node3D, p_gridmap: Node):
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enhanced_gridmap = p_gridmap
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rng = RandomNumberGenerator.new()
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rng.randomize()
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# Ensure Powerup Tiles (11-14) are NOT in the non-walkable list
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if enhanced_gridmap and "non_walkable_items" in enhanced_gridmap:
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for id in HOLO_TILES:
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if id in enhanced_gridmap.non_walkable_items:
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enhanced_gridmap.non_walkable_items.erase(id)
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# =============================================================================
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# Helper: Item ID to Effect Enum
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@@ -137,45 +143,58 @@ func add_powerup_from_item(item_id: int):
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var effect = get_effect_from_item(item_id)
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if effect == -1: return
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# Unlock or Level Up
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if not inventory.get(effect, false):
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# New Unlock
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inventory[effect] = true
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powerup_levels[effect] = 1
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emit_signal("inventory_updated", inventory)
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emit_signal("powerup_unlocked", effect, 1)
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print("Player %s unlocked powerup %s (Lvl 1)" % [player.name, SpecialEffect.keys()[effect]])
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else:
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# Level Up
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var current_lvl = powerup_levels.get(effect, 1)
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if current_lvl < 8:
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powerup_levels[effect] = current_lvl + 1
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emit_signal("powerup_unlocked", effect, powerup_levels[effect])
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print("Player %s leveled up %s to Lvl %d" % [player.name, SpecialEffect.keys()[effect], powerup_levels[effect]])
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# 1-PowerUp Rule: If this is a DIFFERENT power-up, clear the old one
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var is_different = not inventory.get(effect, false)
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var already_has_any = false
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for e in inventory:
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if inventory[e]:
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already_has_any = true
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break
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if is_different and already_has_any:
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print("Player %s replacing existing powerup with %s" % [player.name, SpecialEffect.keys()[effect]])
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for e in inventory:
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inventory[e] = false
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powerup_levels[e] = 1 # Reset levels of discarded powerups
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# Instant Level 8 on pickup (User Request)
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inventory[effect] = true
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powerup_levels[effect] = 8
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emit_signal("inventory_updated", inventory)
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emit_signal("powerup_unlocked", effect, 8)
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print("[SpecialTiles] SUCCESS: Player %s picked up %s. Force Level 8 applied." % [player.name, SpecialEffect.keys()[effect]])
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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rpc("sync_inventory_add", effect, powerup_levels[effect])
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rpc("sync_inventory_add", effect, 8)
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@rpc("any_peer", "call_local", "reliable")
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func sync_inventory_add(effect: int, level: int):
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# Clear others on sync too to maintain 1-powerup rule
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for e in inventory:
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inventory[e] = false
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powerup_levels[e] = 1 # Reset levels of discarded powerups
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inventory[effect] = true
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powerup_levels[effect] = level
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emit_signal("inventory_updated", inventory)
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emit_signal("powerup_unlocked", effect, level)
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func remove_powerup(effect: int):
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# We DO NOT remove item from inventory on use anymore (for reusable leveling system)?
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# Wait, user request: "cooldown is decarese and max is level 8"
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# Does "activate it" consume the item?
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# User says "it will cooldown agian for 15 seconds".
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# Implies PERMANENT UNLOCK once picked up, reusable with cooldown.
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# So we NEVER set inventory[effect] = false unless reset.
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pass
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# User Request: "If the power up already use it will remain empty"
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if inventory.get(effect, false):
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inventory[effect] = false
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powerup_levels[effect] = 1
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emit_signal("inventory_updated", inventory)
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print("[SpecialTiles] Player %s consumed powerup %s" % [player.name, SpecialEffect.keys()[effect]])
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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rpc("sync_inventory_remove", effect)
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@rpc("any_peer", "call_local", "reliable")
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func sync_inventory_remove(effect: int):
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# Deprecated for new system, but kept for compatibility if needed
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pass
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inventory[effect] = false
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powerup_levels[effect] = 1
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emit_signal("inventory_updated", inventory)
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# =============================================================================
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# Activate Effect (Explicit Target)
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@@ -228,8 +247,10 @@ func activate_effect(effect: int, target_player: Node3D = null):
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# Play generic cast animation or sound?
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if player.is_multiplayer_authority() and multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer.get_connection_status() == MultiplayerPeer.CONNECTION_CONNECTED:
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player.rpc("trigger_screen_shake", "light")
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# Sync cooldown to others not strictly needed unless UI shows it?
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# Probably local UI only.
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# Consumable: Remove after use (User Request)
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print("[SpecialTiles] Consuming %s after successful activation." % SpecialEffect.keys()[effect])
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remove_powerup(effect)
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# =============================================================================
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@@ -256,10 +277,9 @@ func _execute_area_freeze(target_pos: Vector2i = Vector2i.ZERO):
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var current_lvl = powerup_levels.get(SpecialEffect.AREA_FREEZE, 1)
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if center_pos == Vector2i.ZERO:
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# Calculate distance ahead based on Level
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# Gap of 2 floors = 3 tiles ahead
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# Gap of 4 floors = 5 tiles ahead
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var distance = 3 if current_lvl < 5 else 5
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# Updated: Always 3 tiles ahead as per user request
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var distance = 3
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print("[SpecialTiles] Area Freeze logic executing with distance: %d" % distance)
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var movement = player.movement_manager
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if movement and movement.current_move_direction != Vector2i.ZERO:
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@@ -441,7 +461,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true, only_c
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# PROTECTED FLOOR CHECK: Don't spawn on existing walls or void
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var f0 = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 0, pos.y))
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var f1 = enhanced_gridmap.get_cell_item(Vector3i(pos.x, 1, pos.y))
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if f0 in [4, -1] or f1 in [4, 13, 16]:
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if f0 in [4, -1] or f1 in [4, 16]:
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continue
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var item_id: int
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@@ -20,7 +20,7 @@ var safe_zone_centers: Array[Vector2i] = []
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var safe_zone_spawned: bool = false
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# Power-Up Tile Spawning
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const POWERUP_TILES = [11, 14] # Speed (11) and Ghost (14)
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const POWERUP_TILES = [11, 12, 13, 14] # Speed, Freeze, Wall, Ghost
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const POWERUP_SPAWN_COUNT: int = 5 # Number of power-up tiles to spawn
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var powerups_spawned: bool = false
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var stop_phase_occurred: bool = false
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@@ -362,7 +362,7 @@ func _spawn_mission_tiles():
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var current_item = gridmap.get_cell_item(Vector3i(x, 1, z))
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# PROTECTED FLOOR CHECK: Don't spawn on walls or void
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if base_tile in [TILE_OBSTACLE, -1] or current_item == TILE_OBSTACLE or current_item == 13:
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if base_tile in [TILE_OBSTACLE, -1] or current_item == TILE_OBSTACLE:
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continue
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# Spawn tiles with 60% density
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@@ -50,16 +50,13 @@ func _ready():
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_setup_btn(2, wall_btn)
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_setup_btn(3, ghost_btn)
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# All skills available with new logic, but restricted in Stop n Go
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if is_restricted:
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if wall_btn: wall_btn.visible = false
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if freeze_btn: freeze_btn.visible = false
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# Re-setup shortcut labels for restricted mode
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_update_shortcuts_for_mode(true)
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else:
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if wall_btn: wall_btn.visible = true
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if freeze_btn: freeze_btn.visible = true
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_update_shortcuts_for_mode(false)
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# Remove mode-based restrictions on visibility for now, as ownership controls visibility
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if wall_btn: wall_btn.visible = false
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if freeze_btn: freeze_btn.visible = false
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if speed_btn: speed_btn.visible = false
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if ghost_btn: ghost_btn.visible = false
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_update_shortcuts_for_mode(is_restricted)
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print("[PowerUpUI] UI Initialization Complete. Mapped %d buttons." % icon_containers.size())
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@@ -140,33 +137,16 @@ func _update_shortcuts_for_mode(is_restricted: bool):
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var btn = icon_containers[effect_id]
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_update_btn_shortcut(effect_id, btn)
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func _update_btn_shortcut(effect_id: int, btn: Button):
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func _update_btn_shortcut(_effect_id: int, btn: Button):
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var sc_lbl = btn.get_node_or_null("ShortcutLabel")
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if not sc_lbl: return
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var mode = LobbyManager.get_game_mode()
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var is_sng = mode == GameMode.Mode.STOP_N_GO
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var key_text = ""
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# Safety check for SettingsManager (Autoload)
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if not SettingsManager:
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sc_lbl.text = ""
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return
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if is_sng:
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match effect_id:
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0: key_text = SettingsManager.get_control_text("powerup_1")
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3: key_text = SettingsManager.get_control_text("powerup_2") # Map P2 to Slot 3 (Ghost) in SNG
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_: key_text = ""
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else:
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match effect_id:
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0: key_text = SettingsManager.get_control_text("powerup_1")
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2: key_text = SettingsManager.get_control_text("powerup_2")
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1: key_text = SettingsManager.get_control_text("powerup_3")
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3: key_text = SettingsManager.get_control_text("powerup_4")
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sc_lbl.text = key_text
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# Show only Shortcut 1 as per single-slot request
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sc_lbl.text = "[%s]" % SettingsManager.get_control_text("powerup_1")
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func _on_btn_pressed(effect_id: int):
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print("[PowerUpUI] Clicked Button %d" % effect_id)
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@@ -241,6 +221,10 @@ func _on_powerup_unlocked(effect: int, level: int):
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var lvl_lbl = btn.get_node_or_null("LevelLabel")
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if lvl_lbl:
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lvl_lbl.text = "Lvl %d" % level
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# Enforce 1-slot rule by hiding others
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if special_manager_ref:
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_on_inventory_updated(special_manager_ref.inventory)
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else:
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print("[PowerUpUI] ERROR: Unlocked Effect %d but no UI button found! Keys: %s" % [effect, icon_containers.keys()])
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@@ -261,12 +245,15 @@ func _on_cooldown_updated(effect: int, time_left: float, max_time: float):
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btn.modulate = Color.WHITE
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func _on_inventory_updated(inventory: Dictionary):
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# Update UI icons (Dimmed vs Lit) and Enablement
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print("[PowerUpUI] Inventory Updated: ", inventory)
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# Update UI icons (Only show ONE active slot as per user request)
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print("[PowerUpUI] Inventory Updated Signal Received! Data: ", inventory)
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for effect in icon_containers:
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if inventory.has(effect):
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var has_item = inventory[effect]
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var btn = icon_containers[effect]
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btn.modulate = Color.WHITE if has_item else Color(0.5, 0.5, 0.5, 0.5)
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btn.disabled = !has_item
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var has_item = inventory.get(effect, false)
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var btn = icon_containers[effect]
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# Single slot logic: Only the owned one is visible
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btn.visible = has_item
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if has_item:
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btn.disabled = false # Individual cooldown logic might disable it later
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btn.modulate = Color.WHITE
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_update_btn_shortcut(effect, btn)
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