feat: Establish initial game structure including lobby, UI, and core gameplay managers.
This commit is contained in:
@@ -3,13 +3,17 @@ extends Node
|
||||
# PowerUpManager - Handles Boost Meter (Time-based logic)
|
||||
# Note: Inventory logic is now in SpecialTilesManager + PlayerboardManager
|
||||
|
||||
const MAX_BOOST: float = 100.0
|
||||
const BASE_FILL_RATE: float = 4.0 # 4 points per second baseline (25s to full)
|
||||
const MAX_BOOST: float = 100.0 # Fills to 100. Activation requires FULL bar (>= 100).
|
||||
const BASE_FILL_RATE: float = 10.0 # 10 points per second (10s to full) - user requested faster/simpler
|
||||
|
||||
var player: Node3D
|
||||
var enhanced_gridmap: Node
|
||||
var goal_manager: Node
|
||||
|
||||
# Progressive Difficulty Settings
|
||||
const FILL_TIMES: Array = [2.0, 3.0, 4.0, 5.0, 6.0, 7.5, 8.5, 10.0] # Seconds to full for Lvl 1-8 (2s to 10s)
|
||||
var current_level: int = 1
|
||||
|
||||
# Boost State
|
||||
var current_boost: float = 0.0
|
||||
|
||||
@@ -49,7 +53,13 @@ func _process(delta):
|
||||
# Use authority ID for lookup
|
||||
multiplier = goal_manager.get_boost_multiplier(player.get_multiplayer_authority())
|
||||
|
||||
current_boost += BASE_FILL_RATE * multiplier * delta
|
||||
# Calculate Dynamic Fill Rate based on Level
|
||||
# Level 1 (Index 0) -> Level 8 (Index 7)
|
||||
var level_idx = clamp(current_level - 1, 0, FILL_TIMES.size() - 1)
|
||||
var fill_time = FILL_TIMES[level_idx]
|
||||
var current_rate = MAX_BOOST / fill_time # e.g. 100/10 = 10/s, 100/60 = 1.66/s
|
||||
|
||||
current_boost += current_rate * multiplier * delta
|
||||
current_boost = min(current_boost, MAX_BOOST)
|
||||
|
||||
# Update UI (Cast to int for compatibility with existing UI slider/bar)
|
||||
@@ -59,7 +69,7 @@ func _process(delta):
|
||||
_on_boost_full()
|
||||
|
||||
func _on_boost_full():
|
||||
player.is_attack_mode = true
|
||||
# player.is_attack_mode = true # Removed auto-activate
|
||||
emit_signal("bar_filled")
|
||||
NotificationManager.send_message(player, NotificationManager.MESSAGES.ATTACK_MODE_READY, NotificationManager.MessageType.POWERUP)
|
||||
print("[PowerUp] Player %s Boost Full! Entering Attack Mode." % player.name)
|
||||
@@ -69,7 +79,7 @@ func _on_boost_full():
|
||||
|
||||
func reset_boost():
|
||||
current_boost = 0.0
|
||||
player.is_attack_mode = false
|
||||
# player.is_attack_mode = false # Do not auto-disable here, managed by usage
|
||||
emit_signal("points_changed", 0, int(MAX_BOOST))
|
||||
emit_signal("boost_reset")
|
||||
|
||||
@@ -104,15 +114,51 @@ func get_fill_percentage() -> float:
|
||||
return current_boost / MAX_BOOST
|
||||
|
||||
func can_use_special() -> bool:
|
||||
return current_boost >= MAX_BOOST
|
||||
# Use small epsilon for float comparison to avoid "99.999" issues
|
||||
return current_boost >= (MAX_BOOST - 0.1)
|
||||
|
||||
func enable_attack_mode():
|
||||
"""Enable Attack Mode without consuming boost."""
|
||||
player.is_attack_mode = true
|
||||
NotificationManager.send_message(player, NotificationManager.MESSAGES.ATTACK_MODE_READY, NotificationManager.MessageType.POWERUP)
|
||||
print("[PowerUp] Attack Mode Enabled (Free).")
|
||||
|
||||
func use_special_effect() -> bool:
|
||||
if not can_use_special():
|
||||
return false
|
||||
|
||||
# Consume boost
|
||||
reset_boost()
|
||||
# Enable Attack Mode explicitly
|
||||
player.is_attack_mode = true
|
||||
# Do NOT consume boost here. Boost acts as "fuel" for the attacks.
|
||||
# Notification check handled by caller or signal
|
||||
return true
|
||||
|
||||
func consume_boost(amount: float):
|
||||
"""Consume a specific amount of boost."""
|
||||
current_boost -= amount
|
||||
if current_boost <= 0:
|
||||
current_boost = 0.0
|
||||
player.is_attack_mode = false # Out of fuel
|
||||
emit_signal("boost_reset") # UI update for empty
|
||||
print("[PowerUp] Boost depleted. Attack Mode OFF.")
|
||||
|
||||
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
|
||||
|
||||
if player.is_multiplayer_authority():
|
||||
rpc("sync_boost", current_boost)
|
||||
|
||||
func spawn_boost_reward() -> bool:
|
||||
"""Alternative Boost Usage: Spawn a PowerUp Tile properly."""
|
||||
if not can_use_special():
|
||||
return false
|
||||
|
||||
if player.special_tiles_manager and player.special_tiles_manager.has_method("spawn_powerups_around"):
|
||||
player.special_tiles_manager.spawn_powerups_around(player.current_position)
|
||||
reset_boost() # Consumes full bar
|
||||
print("[PowerUp] %s used Boost to SPAWN ITEM." % player.name)
|
||||
return true
|
||||
|
||||
return false
|
||||
|
||||
func acquire_smash_bonus():
|
||||
current_boost += 25.0 # Add 25% boost
|
||||
@@ -122,8 +168,12 @@ func acquire_smash_bonus():
|
||||
_on_boost_full()
|
||||
|
||||
func add_goal_completion_reward():
|
||||
current_boost += 50.0 # Reward for completing goal
|
||||
current_boost = min(current_boost, MAX_BOOST)
|
||||
emit_signal("points_changed", int(current_boost), int(MAX_BOOST))
|
||||
if current_boost >= MAX_BOOST:
|
||||
_on_boost_full()
|
||||
"""Called when player completes a goal board. Increases difficulty level."""
|
||||
current_level += 1
|
||||
if current_level > 8:
|
||||
current_level = 8
|
||||
|
||||
var level_idx = clamp(current_level - 1, 0, FILL_TIMES.size() - 1)
|
||||
print("[PowerUp] Player %s Completed Goal. Boost Level Up! Now: %d (Fill Time: %.1fs)" % [player.name, current_level, FILL_TIMES[level_idx]])
|
||||
|
||||
# Optional: Notify user of difficulty increase?
|
||||
|
||||
Reference in New Issue
Block a user