implement auto tile pickup and visual candy stacking on player head

This commit is contained in:
god
2026-07-06 02:31:17 +08:00
parent b3a421bb55
commit 717e8cedae
3 changed files with 63 additions and 4 deletions
+39
View File
@@ -601,6 +601,45 @@ func _get_all_mesh_instances(node: Node) -> Array:
result.append_array(_get_all_mesh_instances(child)) result.append_array(_get_all_mesh_instances(child))
return result return result
# -----------------------------------------------------------------
# RPCs
# -----------------------------------------------------------------
@rpc("any_peer", "call_local", "reliable")
func sync_candy_stack(count: int, color_id: int) -> void:
var visuals = get_node_or_null("Visuals")
if not visuals: return
var old_stack = visuals.get_node_or_null("CandyStack")
if old_stack:
old_stack.queue_free()
if count <= 0: return
var stack_node = Node3D.new()
stack_node.name = "CandyStack"
visuals.add_child(stack_node)
stack_node.position = Vector3(0, 2.0, 0)
# Determine base tile and override material based on the mode config or default tile meshes
var mesh_path = "res://assets/models/tiles/tile_heart.tres"
match color_id:
0: mesh_path = "res://assets/models/tiles/tile_heart.tres"
1: mesh_path = "res://assets/models/tiles/tile_diamond.tres"
2: mesh_path = "res://assets/models/tiles/tile_star.tres"
3: mesh_path = "res://assets/models/tiles/tile_coin.tres"
var tile_mesh = load(mesh_path)
if not tile_mesh: return
for i in range(count):
var mi = MeshInstance3D.new()
mi.mesh = tile_mesh
mi.position = Vector3(0, i * 0.4, 0)
mi.scale = Vector3(0.5, 0.5, 0.5)
stack_node.add_child(mi)
@rpc("any_peer", "call_local", "reliable") @rpc("any_peer", "call_local", "reliable")
func sync_character(character_name: String) -> void: func sync_character(character_name: String) -> void:
"""Sync character selection across all clients.""" """Sync character selection across all clients."""
+12 -2
View File
@@ -253,8 +253,18 @@ func _give_candy(pid: int, color: int) -> void:
func _update_candy_badge(pid: int) -> void: func _update_candy_badge(pid: int) -> void:
var count = player_candies.get(pid, 0) var count = player_candies.get(pid, 0)
var mult = 1.0 + count * MULTI_STEP var mult = 1.0 + count * MULTI_STEP
var color = player_candy_color.get(pid, -1)
rpc("sync_candy_badge", pid, count, mult) rpc("sync_candy_badge", pid, count, mult)
# Update the 3D meshes on the player's head across all clients
var all_players = get_tree().get_nodes_in_group("Players")
for player in all_players:
var curr_pid = player.get("peer_id") if "peer_id" in player else player.name.to_int()
if curr_pid == pid:
if player.has_method("sync_candy_stack"):
player.rpc("sync_candy_stack", count, color)
break
func get_multiplier(pid: int) -> float: func get_multiplier(pid: int) -> float:
var count = player_candies.get(pid, 0) var count = player_candies.get(pid, 0)
return 1.0 + count * MULTI_STEP return 1.0 + count * MULTI_STEP
@@ -420,8 +430,8 @@ func setup_mission_tiles() -> void:
func get_spawn_points(count: int) -> Array: func get_spawn_points(count: int) -> Array:
var points = [] var points = []
var corners = [ var corners = [
Vector2i(2, 2), Vector2i(ARENA_COLS - 3, 2), Vector2i(2, 2), Vector2i(ARENA_COLS - 2, 2),
Vector2i(2, ARENA_ROWS - 3), Vector2i(ARENA_COLS - 3, ARENA_ROWS - 3) Vector2i(2, ARENA_ROWS - 2), Vector2i(ARENA_COLS - 2, ARENA_ROWS - 2)
] ]
for i in range(count): for i in range(count):
points.append(corners[i % corners.size()]) points.append(corners[i % corners.size()])
+11 -1
View File
@@ -373,9 +373,18 @@ func set_speed_multiplier(multiplier: float):
# likely uses a fixed speed or duration on all clients. # likely uses a fixed speed or duration on all clients.
# Let's check how 'start_movement_along_path' is implemented in player.gd. # Let's check how 'start_movement_along_path' is implemented in player.gd.
# Handle goal pickups (shared logic)
# ... (This happens after the move is completed, or during the move)
pass
func _on_movement_finished(): func _on_movement_finished():
# Auto-pickup logic for Candy Survival
if LobbyManager.game_mode == "Candy Survival":
if player.has_method("grab_item"):
# Check if there is an item at current_position and if the board has space
if player.playerboard_manager and player.playerboard_manager.has_empty_slot():
player.grab_item(player.current_position)
if not movement_queue.is_empty(): if not movement_queue.is_empty():
var next_target = movement_queue.pop_front() var next_target = movement_queue.pop_front()
# Use a small delay or call_deferred to avoid recursion issues, # Use a small delay or call_deferred to avoid recursion issues,
@@ -386,6 +395,7 @@ func _on_movement_finished():
current_move_direction = Vector2i.ZERO current_move_direction = Vector2i.ZERO
emit_signal("movement_finished") emit_signal("movement_finished")
else: else:
is_moving = false
current_move_direction = Vector2i.ZERO current_move_direction = Vector2i.ZERO
emit_signal("movement_finished") emit_signal("movement_finished")