feat: Implement Tekton Doors game mode with portal mechanics, add an in-game message bar, and introduce a pre-game countdown.

This commit is contained in:
Yogi Wiguna
2026-02-25 16:58:59 +08:00
parent a157c1efc4
commit 6d41f9dbc6
9 changed files with 513 additions and 8 deletions
+13
View File
@@ -149,6 +149,7 @@ func _ready():
if game_mode_option:
game_mode_option.item_selected.connect(_on_game_mode_selected)
_setup_game_modes()
# Connect LobbyManager signals
LobbyManager.room_list_updated.connect(_on_room_list_updated)
@@ -212,6 +213,18 @@ func _on_server_ip_submitted(new_text: String) -> void:
if server_option and server_option.selected == 1:
NakamaManager.set_server(new_text.strip_edges())
func _setup_game_modes() -> void:
if not game_mode_option: return
game_mode_option.clear()
for mode in LobbyManager.available_game_modes:
game_mode_option.add_item(mode)
# Select current mode
for i in range(game_mode_option.item_count):
if game_mode_option.get_item_text(i) == LobbyManager.game_mode:
game_mode_option.selected = i
break
func _setup_player_slots() -> void:
"""Get references to all player slot nodes."""
player_slots.clear()
+64 -2
View File
@@ -13,6 +13,7 @@ var camera_context_manager
var stop_n_go_manager
var stop_n_go_winner_id: int = -1 # Track who finished first in Stop n Go mode
var obstacle_manager
var portal_mode_manager
# Minimal local state
var _connection_check_timer: float = 0.0
@@ -70,6 +71,7 @@ func _ready():
stand_spawner.name = "StandSpawner"
stand_spawner.spawn_path = NodePath("../Stands") # Relative to Spawner, finding sibling
stand_spawner.add_spawnable_scene("res://scenes/static_tekton_stand.tscn")
stand_spawner.add_spawnable_scene("res://scenes/portal_door.tscn")
add_child(stand_spawner)
func _on_goal_count_updated(peer_id: int, count: int):
@@ -97,6 +99,13 @@ func _init_managers():
add_child(stop_n_go_manager)
# No direct initialize() yet, but we'll call start_game_mode later
# Portal manager for Tekton Doors mode
if LobbyManager.game_mode == "Tekton Doors":
portal_mode_manager = load("res://scripts/managers/portal_mode_manager.gd").new()
portal_mode_manager.name = "PortalModeManager"
add_child(portal_mode_manager)
portal_mode_manager.initialize(self, $EnhancedGridMap)
# Screen shake manager for impact feedback
screen_shake_manager = load("res://scripts/managers/screen_shake.gd").new()
screen_shake_manager.name = "ScreenShakeManager"
@@ -607,8 +616,9 @@ func _start_game():
if LobbyManager.game_mode == "Stop n Go" and stop_n_go_manager:
stop_n_go_manager.setup_mission_tiles()
# Spawn Static Tektons BEFORE countdown (Free Mode only)
if LobbyManager.game_mode != "Stop n Go":
# Spawn Static Tektons BEFORE countdown (Free Mode Only)
# Exclude for Stop n Go and Tekton Doors
if LobbyManager.game_mode != "Stop n Go" and LobbyManager.game_mode != "Tekton Doors":
spawn_static_tektons()
await _start_pre_game_countdown()
@@ -632,6 +642,13 @@ func _start_game():
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration), false) # No cycles for Stop n Go
elif LobbyManager.game_mode == "Tekton Doors":
if portal_mode_manager:
portal_mode_manager.start_game_mode()
if goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
elif goals_cycle_manager:
var match_duration = LobbyManager.get_match_duration()
goals_cycle_manager.start_match(float(match_duration))
@@ -664,6 +681,12 @@ func _assign_random_spawn_positions():
_assign_stop_n_go_spawn_positions(all_players)
return
# Tekton Doors Custom Spawn Logic
if LobbyManager.game_mode == "Tekton Doors":
var all_players = get_tree().get_nodes_in_group("Players")
_assign_portal_mode_spawn_positions(all_players)
return
var mid_x = enhanced_gridmap.columns / 2
var mid_z = enhanced_gridmap.rows / 2
@@ -780,6 +803,33 @@ func _assign_stop_n_go_spawn_positions(all_players: Array):
spawn_index += 1
print("[StopNGo] Assigned fixed starting block %s to player %s" % [assigned_pos, player.name])
func _assign_portal_mode_spawn_positions(all_players: Array):
"""Assigns spawns to different quadrants for Tekton Doors mode."""
if not portal_mode_manager:
_assign_random_spawn_positions() # Fallback
return
# Sort players for deterministic assignment
all_players.sort_custom(func(a, b): return a.name.to_int() < b.name.to_int())
var spawn_points = portal_mode_manager.get_spawn_points()
var spawn_index = 0
for player in all_players:
var assigned_pos = spawn_points[spawn_index % spawn_points.size()]
# Sync
player.position = player.grid_to_world(assigned_pos)
player.current_position = assigned_pos
player.is_player_moving = false
player.spawn_point_selected = true
if can_rpc():
player.rpc("set_spawn_position", assigned_pos)
spawn_index += 1
print("[PortalMode] Assigned Room Quadrant %s to player %s" % [assigned_pos, player.name])
# =============================================================================
# Tekton NPC Management
# =============================================================================
@@ -2118,3 +2168,15 @@ func can_rpc() -> bool:
if nakama and nakama.has_method("is_connected_to_nakama") and not nakama.is_connected_to_nakama():
return false
return true
@rpc("authority", "call_local", "reliable")
func display_message(message: String, type: int = 0):
"""Broadcasts a message to the local player's UI. This is called via main.rpc from various managers."""
# Find local player
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
# Check if this player is controlled by THIS client
if player.is_multiplayer_authority():
if player.has_method("display_message"):
player.display_message(message, type)
break
+14 -5
View File
@@ -82,6 +82,7 @@ var is_player_moving: bool = false:
set(value): if movement_manager: movement_manager.is_moving = value
var _verify_timer: float = 0.0
var _movement_tween: Tween = null
var can_finish: bool:
get: return race_manager.can_finish if race_manager else false
set(value): if race_manager: race_manager.can_finish = value
@@ -1307,9 +1308,11 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
if global_position.distance_squared_to(start_world_pos) > 0.001:
global_position = start_world_pos
var tween = create_tween()
tween.set_trans(Tween.TRANS_LINEAR)
tween.set_ease(Tween.EASE_IN_OUT)
if _movement_tween:
_movement_tween.kill()
_movement_tween = create_tween()
_movement_tween.set_trans(Tween.TRANS_LINEAR)
_movement_tween.set_ease(Tween.EASE_IN_OUT)
var step_duration = 0.25
if movement_manager:
@@ -1317,12 +1320,13 @@ func start_movement_along_path(path: Array, clear_visual: bool = true):
for point in path:
# Use global_position for consistency
tween.tween_property(self , "global_position", grid_to_world(Vector2i(point.x, point.y)), step_duration)
_movement_tween.tween_property(self , "global_position", grid_to_world(Vector2i(point.x, point.y)), step_duration)
tween.tween_callback(func():
_movement_tween.tween_callback(func():
var old_pos = current_position
current_position = Vector2i(path[-1].x, path[-1].y)
is_player_moving = false
_movement_tween = null
target_position = Vector2i(-1, -1)
print("[Player] %s finished move. %s -> %s" % [name, old_pos, current_position])
@@ -1937,6 +1941,11 @@ func set_spawn_position(pos: Vector2i):
print("[Player %s] set_spawn_position: Grid %s -> World %s (CellSize: %s)" % [name, pos, new_pos, cell_size])
if _movement_tween:
_movement_tween.kill()
_movement_tween = null
is_player_moving = false
global_position = new_pos
target_visual_position = new_pos
+72
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@@ -0,0 +1,72 @@
[gd_scene load_steps=8 format=3 uid="uid://portal_door_001"]
[ext_resource type="Script" path="res://scripts/portal_door.gd" id="1_script"]
[sub_resource type="BoxMesh" id="BoxMesh_frame"]
size = Vector3(0.15, 2.2, 0.15)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_frame"]
albedo_color = Color(0.1, 0.5, 0.8, 1)
metallic = 0.8
roughness = 0.2
[sub_resource type="PlaneMesh" id="PlaneMesh_vortex"]
size = Vector2(1.4, 2.1)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_vortex"]
transparency = 1
albedo_color = Color(0.0, 0.6, 1.0, 0.4)
emission_enabled = true
emission = Color(0.0, 0.4, 1.0, 1)
emission_energy_multiplier = 2.0
[sub_resource type="BoxShape3D" id="BoxShape3D_trigger"]
size = Vector3(1.4, 2.1, 0.6)
[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_portal"]
properties/0/path = NodePath(":target_room_id")
properties/0/spawn = true
properties/0/replication_mode = 2
properties/1/path = NodePath(":target_door_id")
properties/1/spawn = true
properties/1/replication_mode = 2
properties/2/path = NodePath(":is_active")
properties/2/spawn = true
properties/2/replication_mode = 2
properties/3/path = NodePath(":portal_color")
properties/3/spawn = true
properties/3/replication_mode = 2
[node name="PortalDoor" type="StaticBody3D"]
script = ExtResource("1_script")
[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
replication_config = SubResource("SceneReplicationConfig_portal")
[node name="Frame_Left" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.75, 1.1, 0)
mesh = SubResource("BoxMesh_frame")
surface_material_override/0 = SubResource("StandardMaterial3D_frame")
[node name="Frame_Right" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.75, 1.1, 0)
mesh = SubResource("BoxMesh_frame")
surface_material_override/0 = SubResource("StandardMaterial3D_frame")
[node name="Frame_Top" type="MeshInstance3D" parent="."]
transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0, 1, 0, 2.2, 0)
mesh = SubResource("BoxMesh_frame")
surface_material_override/0 = SubResource("StandardMaterial3D_frame")
[node name="Vortex" type="MeshInstance3D" parent="."]
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 1.1, 0)
mesh = SubResource("PlaneMesh_vortex")
surface_material_override/0 = SubResource("StandardMaterial3D_vortex")
[node name="Area3D" type="Area3D" parent="."]
collision_layer = 0
collision_mask = 2
[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.1, 0)
shape = SubResource("BoxShape3D_trigger")
+1 -1
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@@ -41,7 +41,7 @@ signal scarcity_mode_changed(mode: String)
# Character and area selection
var available_characters: Array[String] = ["Copper", "Dabro", "Gatot", "Pip", "Random"]
var available_areas: Array[String] = ["Desert", "Forest", "City", "Factory"]
var available_game_modes: Array[String] = ["Freemode", "Stop n Go"]
var available_game_modes: Array[String] = ["Freemode", "Stop n Go", "Tekton Doors"]
var selected_area: String = "Desert" # Host-controlled
var game_mode: String = "Freemode" # Host-controlled
var local_character_index: int = 0 # Local player's character index
+259
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@@ -0,0 +1,259 @@
extends Node
# PortalModeManager - Handles "Tekton Doors" mode logic
# Manages room partitioning, portal connections, and mode-specific timers.
var main: Node
var gridmap: Node
# Room layout config
const ROOM_COUNT = 4
const GRID_SIZE = 14
const ROOM_DIM = 7
# State
var connections = {} # room_id -> {door_id -> {target_room, target_door}}
var doors = [] # List of PortalDoor nodes
var swap_timer: Timer
var tile_refresh_timer: Timer
var finish_spawned: bool = false
var missions_required: int = 3
func initialize(p_main: Node, p_gridmap: Node):
main = p_main
gridmap = p_gridmap
print("[PortalModeManager] Initialized")
# Connection Swap Timer (15s)
swap_timer = Timer.new()
swap_timer.name = "PortalSwapTimer"
swap_timer.wait_time = 15.0
swap_timer.timeout.connect(_on_swap_timer_timeout)
add_child(swap_timer)
# Tile Refresh Timer (25s)
tile_refresh_timer = Timer.new()
tile_refresh_timer.name = "TileRefreshTimer"
tile_refresh_timer.wait_time = 25.0
tile_refresh_timer.timeout.connect(_on_tile_refresh_timer_timeout)
add_child(tile_refresh_timer)
# Connect to mission tracking
var gcm = main.get_node_or_null("GoalsCycleManager")
if gcm:
gcm.goal_count_updated.connect(_on_goal_count_updated)
func start_game_mode():
if not multiplayer.is_server(): return
print("[PortalModeManager] Starting Portal Game Mode...")
# 1. Setup Arena Size
_setup_arena_size()
# 2. Setup Room Partitions (visual/physical walls between rooms)
_setup_room_partitions()
# 3. Spawn Portal Doors
_spawn_portal_doors()
# 4. Initialize Connections
_randomize_connections()
# 5. Start Timers
swap_timer.start()
tile_refresh_timer.start()
# 6. Initial Tile Spawn
_refresh_tiles()
func _setup_arena_size():
if not gridmap: return
gridmap.columns = GRID_SIZE
gridmap.rows = GRID_SIZE
gridmap.clear()
# Fill floor
for x in range(GRID_SIZE):
for z in range(GRID_SIZE):
gridmap.set_cell_item(Vector3i(x, 0, z), 0) # Normal floor
func get_spawn_points() -> Array[Vector2i]:
# One point per quadrant
return [
Vector2i(3, 3), # Room 0
Vector2i(10, 3), # Room 1
Vector2i(3, 10), # Room 2
Vector2i(10, 10) # Room 3
]
func _setup_room_partitions():
for i in range(GRID_SIZE):
# Vertical wall (middle columns)
gridmap.set_cell_item(Vector3i(6, 0, i), 4) # Wall item
gridmap.set_cell_item(Vector3i(7, 0, i), 4)
# Horizontal wall (middle rows)
gridmap.set_cell_item(Vector3i(i, 0, 6), 4)
gridmap.set_cell_item(Vector3i(i, 0, 7), 4)
func _spawn_portal_doors():
var portal_scene = load("res://scenes/portal_door.tscn")
var stands_container = main.get_node_or_null("Stands")
if not stands_container: return
var door_configs = [
# Room 0
{"room": 0, "pos": Vector2i(6, 2), "rot": PI/2, "offset": Vector2i(-1, 0)}, # East
{"room": 0, "pos": Vector2i(2, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
# Room 1
{"room": 1, "pos": Vector2i(7, 2), "rot": PI/2, "offset": Vector2i(1, 0)}, # West
{"room": 1, "pos": Vector2i(11, 6), "rot": 0, "offset": Vector2i(0, -1)}, # South
# Room 2
{"room": 2, "pos": Vector2i(2, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
{"room": 2, "pos": Vector2i(6, 11), "rot": PI/2, "offset": Vector2i(-1, 0)},# East
# Room 3
{"room": 3, "pos": Vector2i(11, 7), "rot": 0, "offset": Vector2i(0, 1)}, # North
{"room": 3, "pos": Vector2i(7, 11), "rot": PI/2, "offset": Vector2i(1, 0)} # West
]
for i in range(door_configs.size()):
var cfg = door_configs[i]
var door = portal_scene.instantiate()
door.name = "Portal_%d" % i
door.room_id = cfg["room"]
door.door_id = i
door.set_meta("spawn_offset", cfg["offset"]) # Store offset for teleport
# Position
var world_pos = gridmap.map_to_local(Vector3i(cfg["pos"].x, 0, cfg["pos"].y))
door.transform.origin = world_pos
door.rotation.y = cfg["rot"]
stands_container.add_child(door, true)
doors.append(door)
door.player_entered_portal.connect(handle_portal_interaction)
gridmap.set_cell_item(Vector3i(cfg["pos"].x, 0, cfg["pos"].y), 0) # Normal floor
const PORTAL_COLORS = [
Color(0, 1, 1), # Cyan
Color(1, 0, 1), # Magenta
Color(1, 1, 0), # Yellow
Color(0, 1, 0) # Green
]
func _randomize_connections():
if not multiplayer.is_server(): return
print("[PortalModeManager] Swapping portal connections...")
connections.clear()
var door_indices = []
for i in range(doors.size()):
door_indices.append(i)
# Shuffle and Validate: ensure no pairs are in the same room
var valid_pairing = false
var attempts = 0
while not valid_pairing and attempts < 100:
attempts += 1
door_indices.shuffle()
valid_pairing = true
for i in range(0, door_indices.size(), 2):
var a = door_indices[i]
var b = door_indices[i+1]
if doors[a].room_id == doors[b].room_id:
valid_pairing = false
break
# Pair them up and assign colors
for i in range(0, door_indices.size(), 2):
var a = door_indices[i]
var b = door_indices[i+1]
connections[a] = b
connections[b] = a
var color = PORTAL_COLORS[i/2 % PORTAL_COLORS.size()]
doors[a].target_door_id = b
doors[a].portal_color = color
doors[b].target_door_id = a
doors[b].portal_color = color
main.rpc("display_message", "PORTALS SWITCHED!")
func _on_goal_count_updated(peer_id: int, count: int):
if not multiplayer.is_server(): return
if count >= missions_required and not finish_spawned:
_spawn_finish_room()
func _spawn_finish_room():
print("[PortalModeManager] Missions complete! Spawning Finish Room...")
finish_spawned = true
# Choose a random center room tile (X=3, Z=10 or similar in any room)
var room_centers = get_spawn_points()
var center = room_centers[randi() % room_centers.size()]
# Place finish tile (ID 3)
gridmap.set_cell_item(Vector3i(center.x, 0, center.y), 3)
main.get_node("EnhancedGridMap").update_grid_data()
main.rpc("display_message", "FINISH ROOM REVEALED!")
func _on_swap_timer_timeout():
_randomize_connections()
func _on_tile_refresh_timer_timeout():
_refresh_tiles()
main.rpc("display_message", "TILES REPLENISHED!")
func _refresh_tiles():
# Simple tile fill for each quadrant
for x in range(GRID_SIZE):
for z in range(GRID_SIZE):
# Skip walls
if gridmap.get_cell_item(Vector3i(x, 0, z)) == 4: continue
# Low chance to spawn a tile if empty
if randf() < 0.1:
var weights = ScarcityModel.get_tile_weights()
var tile_id = _pick_weighted_tile(weights)
# 1. Update GridMap
gridmap.set_cell_item(Vector3i(x, 0, z), tile_id)
func _pick_weighted_tile(weights: Dictionary) -> int:
var total_weight = 0
for w in weights.values(): total_weight += w
var r = randi() % total_weight
var cumulative = 0
for tile in weights:
cumulative += weights[tile]
if r < cumulative:
return tile
return 7 # Default Heart
func handle_portal_interaction(player, door):
if not multiplayer.is_server(): return
var source_id = door.door_id
if not connections.has(source_id): return
var target_id = connections[source_id]
var target_door = doors[target_id]
# Use stored offset to avoid infinite loop (spawn inside the target room)
var offset = target_door.get_meta("spawn_offset") if target_door.has_meta("spawn_offset") else Vector2i(0,0)
# Convert world pos back to grid
var target_world = target_door.global_position
var target_grid_3d = gridmap.local_to_map(target_world)
var target_grid = Vector2i(target_grid_3d.x, target_grid_3d.z) + offset
print("[Portal] Teleporting %s to Room %d, Pos %s (via Door %d)" % [player.name, target_door.room_id, target_grid, target_id])
# Snap player
if player.has_method("set_spawn_position"):
player.rpc("set_spawn_position", target_grid)
@@ -0,0 +1 @@
uid://cf0a3uwnf23j7
+88
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@@ -0,0 +1,88 @@
extends StaticBody3D
# PortalDoor.gd
# Specialized door for "Tekton Doors" mode.
# Teleports players to a target room/door when they step into it.
signal player_entered_portal(player_node, door_node)
@export var room_id: int = 0
@export var door_id: int = 0 # 0: North, 1: South, 2: East, 3: West
# State synced by PortalModeManager
var target_room_id: int = -1
var target_door_id: int = -1
var is_active: bool = true
var portal_color: Color = Color.WHITE: set = set_portal_color
func set_portal_color(value: Color):
portal_color = value
_update_visuals()
@onready var detection_area: Area3D = $Area3D
func _ready():
add_to_group("PortalDoors")
if detection_area:
detection_area.body_entered.connect(_on_body_entered)
# Visual feedback: indicate door is active
_update_visuals()
func _on_body_entered(body: Node3D):
if not is_active: return
if body.is_in_group("Players") or body.get("is_bot"):
print("[PortalDoor] Player %s entered Door %d in Room %d" % [body.name, door_id, room_id])
emit_signal("player_entered_portal", body, self)
var _materials_initialized: bool = false
func _update_visuals():
if not is_node_ready() or not is_inside_tree(): return
if not _materials_initialized:
_initialize_unique_materials()
_materials_initialized = true
var vortex = get_node_or_null("Vortex")
if vortex:
var mat = vortex.get_surface_override_material(0)
if mat:
mat.albedo_color = portal_color
mat.albedo_color.a = 0.5
if mat.has_method("set_emission"):
mat.emission = portal_color
for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]:
var frame = get_node_or_null(part_name)
if frame:
var mat = frame.get_surface_override_material(0)
if mat:
mat.albedo_color = portal_color.lerp(Color.BLACK, 0.4)
func _initialize_unique_materials():
var vortex = get_node_or_null("Vortex")
if vortex:
var mat = vortex.get_surface_override_material(0)
if not mat:
mat = vortex.mesh.surface_get_material(0)
if mat:
vortex.set_surface_override_material(0, mat.duplicate())
for part_name in ["Frame_Left", "Frame_Right", "Frame_Top"]:
var frame = get_node_or_null(part_name)
if frame:
var mat = frame.get_surface_override_material(0)
if not mat:
mat = frame.mesh.surface_get_material(0)
if mat:
frame.set_surface_override_material(0, mat.duplicate())
func get_teleport_target_position() -> Vector2i:
# This function will be called by the manager to determine WHERE the player spawns
# usually just outside the target door's position.
# For now, let's just return a placeholder that the manager will override.
return Vector2i.ZERO
+1
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@@ -0,0 +1 @@
uid://bitnhtgysi3b7