edit special power up

This commit is contained in:
2026-01-09 22:41:00 +08:00
parent 6aede0a382
commit 6948a4aed1
11 changed files with 326 additions and 468 deletions
+1 -50
View File
@@ -6,7 +6,6 @@ extends Node3D
# Manager references
var ui_manager
var obstacle_manager
var goals_cycle_manager
var screen_shake_manager
var touch_controls
@@ -31,7 +30,6 @@ func _ready():
ui_manager.setup_timer_labels(self)
ui_manager.setup_leaderboard_ui(self)
ui_manager.setup_powerup_bar_ui(self)
_setup_obstacle_ui()
# GlobalMatchTimer is now static in main.tscn - no setup needed
# NetworkPanel is visible during gameplay
@@ -48,11 +46,6 @@ func _init_managers():
add_child(ui_manager)
ui_manager.initialize(self)
obstacle_manager = load("res://scripts/managers/obstacle_manager.gd").new()
obstacle_manager.name = "ObstacleManager"
add_child(obstacle_manager)
obstacle_manager.initialize($EnhancedGridMap)
# Goals cycle manager for 60-second timer and scoring
goals_cycle_manager = load("res://scripts/managers/goals_cycle_manager.gd").new()
goals_cycle_manager.name = "GoalsCycleManager"
@@ -184,25 +177,6 @@ func add_message_to_bar(player_name: String, message: String, type: int = Messag
func broadcast_message(player_name: String, message: String):
add_message_to_bar(player_name, message)
func _setup_obstacle_ui():
var obstacle_button = Button.new()
obstacle_button.text = "Place Obstacle"
obstacle_button.pressed.connect(func(): _set_action_state(ui_manager.ActionState.PLACING_OBSTACLE))
$ActionMenu/ActionButtonContainer.add_child(obstacle_button)
var orientation_button = Button.new()
orientation_button.text = "Direction: North"
orientation_button.pressed.connect(func():
orientation_button.text = obstacle_manager.cycle_obstacle_orientation()
)
$ActionMenu/ActionButtonContainer.add_child(orientation_button)
var type_button = Button.new()
type_button.text = "Type: 1"
type_button.pressed.connect(func():
type_button.text = obstacle_manager.cycle_obstacle_type()
)
$ActionMenu/ActionButtonContainer.add_child(type_button)
func _setup_global_match_timer_ui():
"""Create the global match timer display at the top of the screen."""
@@ -608,8 +582,7 @@ func _set_action_state(new_state):
ui_manager.ActionState.ARRANGING:
_show_arrangement_ui()
local_player.highlight_occupied_playerboard_slots()
ui_manager.ActionState.PLACING_OBSTACLE:
local_player.highlight_valid_obstacle_cells()
func _show_arrangement_ui():
if ui_manager.playerboard_ui:
@@ -626,28 +599,6 @@ func _on_playerboard_slot_clicked(event, slot_index):
ui_manager.ActionState.ARRANGING:
local_player.arrange_playerboard_item(slot_index)
# =============================================================================
# Obstacle Management
# =============================================================================
func place_obstacle(grid_position: Vector2i) -> bool:
var local_player = GameStateManager.local_player_character
var success = obstacle_manager.place_obstacle(grid_position, local_player)
if success:
local_player.clear_highlights()
_set_action_state(ui_manager.ActionState.NONE)
if is_multiplayer_authority():
rpc("sync_place_obstacle", grid_position.x, grid_position.y, 3,
obstacle_manager.current_obstacle_item, obstacle_manager.current_obstacle_orientation)
return success
@rpc("any_peer", "call_local")
func sync_place_obstacle(x: int, y: int, floor_index: int, item_index: int, orientation: int):
$EnhancedGridMap.place_obstacle(Vector3i(x, floor_index, y), item_index, orientation)
# =============================================================================
# Goal & Playerboard Sync
# =============================================================================
-1
View File
@@ -59,7 +59,6 @@ script = ExtResource("2_hbe1v")
columns = 14
rows = 14
floors = 2
obstacle_items = Array[int]([12])
metadata/_editor_floor_ = Vector3(0, 1, 0)
[node name="Camera3D" type="Camera3D" parent="."]
+49 -2
View File
@@ -549,6 +549,55 @@ func sync_display_name(new_name: String) -> void:
"""Sync display name across network."""
display_name = new_name
$Name.text = display_name
@rpc("any_peer", "call_local", "reliable")
func sync_modulate(color: Color) -> void:
"""Sync visual modulation (e.g. freeze effect) across network."""
# Node3D doesn't have modulate. We must tint the active character meshes.
var active_char_node = null
match selected_character:
"Bob": active_char_node = character_bob
"Masbro": active_char_node = character_masbro
"Gatot": active_char_node = character_gatot
"Oldpop": active_char_node = character_oldpop
if active_char_node:
_apply_tint_recursive(active_char_node, color)
func _apply_tint_recursive(node: Node, color: Color):
if node is MeshInstance3D:
# Simple way to tint: use material_overlay with an unshaded material if possible,
# or transparency. But changing albedo on shared materials affects all instances!
# Using transparency/modulate equivalent in 3D is tricky without unique materials.
# A common trick is to use `instance_shader_parameter` if supported, or modifying visibility range? No.
# Best safe visual cue for "Help me create an ice effect" without shaders:
# Set `transparency` (alpha) if we want ghost, or `material_overlay`.
# For this quick fix, let's create a standard material overlay on the fly if needed
# or just rely on a debug geometry.
# Actually, geometry_instance_3d has `material_overlay`.
# Better approach for "Freeze": Just add a visible "Ice Block" mesh to the player
# instead of trying to tint the gltf model which might have complex materials.
# But user asked for "modulate". The closest 3D equivalent is material_overlay with a color.
var mat = StandardMaterial3D.new()
mat.albedo_color = color
mat.blend_mode = BaseMaterial3D.BLEND_MODE_MIX
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
# If color is WHITE (reset), clear the overlay
if color == Color.WHITE:
node.material_overlay = null
else:
# If color is Blue (frozen), make it semi-transparent overlay
mat.albedo_color = color
mat.albedo_color.a = 0.5 # Semi-transparent
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
node.material_overlay = mat
for child in node.get_children():
_apply_tint_recursive(child, color)
func _process(delta):
if is_multiplayer_authority():
@@ -1354,8 +1403,6 @@ func set_spawn_position(pos: Vector2i):
current_position.y * cell_size.z + cell_size.z * 0.5
) + cell_offset
func highlight_valid_obstacle_cells():
action_manager.highlight_valid_obstacle_cells()
@rpc("any_peer", "call_local", "reliable")
func complete_race(final_position: int):