feat: add Candy Cannon Survival game mode with collectible tiles
Version bump to 2.3.6. New game mode features 20×20 arena with central cannon obstacle, three escalating phases (Open Arena, Route Pressure, Survival), and collectible tiles (Hearts, Diamonds, Stars, Coins) with pattern-matching missions. Players dodge candy volleys while completing collection goals. Updated export paths and version strings across all platforms (Windows, Android, Web, Linux).
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# Candy Cannon Survival (Gauntlet) — Technical Implementation Plan
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## 1. Feasibility Summary
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**Verdict: Feasible.** The existing codebase provides ~70% of the infrastructure needed. The game mode architecture is modular — each mode has its own manager (`StopNGoManager`, `PortalModeManager`) that handles arena setup, HUD, phase logic, and win conditions. A new `GauntletManager` follows this identical pattern.
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### Reuse Breakdown
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| GDD Feature | Existing System | Reuse Level | New Work |
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|---|---|---|---|
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| Game Mode registration | `GameMode.gd` enum + `LobbyManager` | **Direct** | Add enum entry + strings |
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| 20×20 Arena setup | `StopNGoManager._setup_arena()` pattern | **Heavy** | Custom layout, same GridMap API |
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| Tile collection / scoring | `GoalsCycleManager` | **Direct** | Reuse goal completion + scoring |
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| Mission system (goals) | `GoalManager` + `goals_cycle_manager.gd` | **Direct** | Same 3×3 pattern matching |
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| Timed match (3 min) | `GoalsCycleManager.start_match()` | **Direct** | Pass 180s duration |
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| Player movement | `PlayerMovementManager` | **Direct** | No changes |
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| Powerup system | `SpecialTilesManager` | **Partial** | Cleanser is a new powerup type |
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| Attack/Push mechanic | `PlayerMovementManager.try_push()` | **Adapt** | Smack = modified push with new rules |
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| NPC (Candy Cannon) | `tekton.gd` + `TektonController` | **Pattern** | New NPC, reuses projectile/animation patterns |
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| Sticky cells | `StopNGoManager` safe zone overlay (Layer 2) | **Pattern** | New tile type, same GridMap layer approach |
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| Telegraph VFX | `VFXManager` / `animation.gd` | **Pattern** | New animations, same system |
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| HUD | `StopNGoManager._setup_hud()` pattern | **Direct** | Mode-specific labels |
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| Network sync | RPC patterns throughout codebase | **Direct** | Same `rpc()` / `sync_*` patterns |
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| Lobby settings | `LobbyManager` signal/sync pattern | **Direct** | Add gauntlet-specific settings |
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| Bot AI | `BotController` + `BotStrategicPlanner` | **Adapt** | New strategy for cannon avoidance |
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---
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## 2. Architecture Overview
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```
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main.gd
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├── _init_managers() ← Add GauntletManager instantiation (same as StopNGoManager pattern)
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├── _setup_host_game() ← Add gauntlet arena setup branch
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├── _start_game() ← Add gauntlet start_game_mode() call
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│
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GauntletManager (NEW)
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├── _setup_arena() ← 20×20 grid, center 3×3 NPC zone
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├── _setup_hud() ← Mission label, cleanser indicator
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├── start_game_mode() ← Start cannon timer, spawn tiles
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├── _process() ← Cannon volley timer, phase escalation
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├── CandyCannonController ← Targeting logic, volley fire
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├── StickyCell system ← Layer 2 overlay, trap logic
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├── Cleanser system ← New powerup unlocked via missions
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├── Smack system ← Modified push with charge/cooldown
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└── Win condition ← Highest score at timer end
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```
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---
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## 3. File-by-File Implementation
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### 3.1 Game Mode Registration
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#### `scripts/game_mode.gd`
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```gdscript
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enum Mode {
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FREEMODE = 0,
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STOP_N_GO = 1,
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TEKTON_DOORS = 2,
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GAUNTLET = 3 # NEW
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}
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# Add to from_string(), mode_to_string(), get_all_modes(), is_restricted()
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```
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#### `scripts/managers/lobby_manager.gd`
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- Add `"Candy Cannon Survival"` to `available_game_modes`
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- Add `_update_available_areas()` entry → `"Gauntlet Arena"`
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- Add gauntlet-specific lobby settings (mirroring Stop N Go pattern):
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- `gauntlet_round_duration: int = 180`
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- `gauntlet_cannon_interval: int = 5`
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- `gauntlet_volley_size: int = 5`
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- Corresponding `set_gauntlet_*()`, `sync_gauntlet_*()` RPCs
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- Corresponding signals
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---
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### 3.2 Core Manager — `gauntlet_manager.gd` (NEW)
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**Location:** `scripts/managers/gauntlet_manager.gd`
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**Pattern source:** `StopNGoManager` + `PortalModeManager`
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```
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class_name GauntletManager
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extends Node
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# Signals
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signal phase_changed(phase_index: int)
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signal cannon_fired(targets: Array)
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signal player_trapped(player_id: int)
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signal cleanser_granted(player_id: int)
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# Constants
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const ARENA_SIZE = 20
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const NPC_SIZE = 3
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const NPC_CENTER = Vector2i(9, 9) # Center of 20×20
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const TILE_STICKY = 17 # New MeshLibrary item ID
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const TILE_WALKABLE = 0
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const TILE_OBSTACLE = 4
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# Phase timing
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enum Phase { OPEN_ARENA, ROUTE_PRESSURE, SURVIVAL_ENDGAME }
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var current_phase: Phase = Phase.OPEN_ARENA
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var elapsed_time: float = 0.0
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# Cannon state
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var cannon_timer: float = 0.0
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var cannon_interval: float = 5.0
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var volley_size: int = 5
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var sticky_cells: Dictionary = {} # Vector2i → true
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var last_targeted_player_id: int = -1
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# Smack state (per-player)
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var smack_cooldowns: Dictionary = {} # player_id → float (time remaining)
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var smack_charged: Dictionary = {} # player_id → float (charge window remaining)
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# Cleanser tracking
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var player_mission_completions: Dictionary = {} # player_id → int
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var player_cleansers: Dictionary = {} # player_id → int (0 or 1)
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# Trapped players
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var trapped_players: Dictionary = {} # player_id → true
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```
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#### Key methods (mapped to existing patterns):
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| Method | Pattern Source | Purpose |
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|---|---|---|
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| `_setup_arena()` | `StopNGoManager._setup_arena()` | 20×20 grid, center 3×3 NPC block, walkable floor |
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| `_setup_hud()` | `StopNGoManager._setup_hud()` | Mission label, cleanser indicator |
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| `start_game_mode()` | `StopNGoManager.start_game_mode()` | Initialize cannon, spawn tiles, activate HUD |
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| `_process(delta)` | `StopNGoManager._process()` | Tick cannon timer, fire volleys, update phase |
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| `_fire_volley()` | NEW (uses `tekton.gd` projectile pattern) | Select targets, telegraph, apply sticky |
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| `_apply_sticky(pos)` | `StopNGoManager._spawn_dynamic_safe_zone()` (Layer 2 overlay) | Set GridMap Layer 2 to TILE_STICKY |
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| `_check_player_trapped(player)` | `StopNGoManager._is_in_safe_zone()` (inverted) | Check if player is on sticky cell |
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| `check_win_condition()` | `StopNGoManager.check_win_condition()` | Highest score at match end |
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| `sync_phase()` RPC | `StopNGoManager.sync_phase()` | Broadcast phase to clients |
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| `sync_sticky_cells()` RPC | `main.rpc("sync_grid_item")` | Sync sticky cell state |
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---
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### 3.3 Candy Cannon NPC — `candy_cannon_controller.gd` (NEW)
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**Location:** `scripts/controllers/candy_cannon_controller.gd`
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**Pattern source:** `TektonController` + `tekton.gd` projectile system
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```
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class_name CandyCannonController
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extends Node
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var gauntlet_manager: GauntletManager
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var npc_center: Vector2i
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var gridmap: Node
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# Targeting weights per phase
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var phase_weights: Array = [
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# Phase 0 (Open Arena): 1×1=60%, 1×2=40%, 2×2=0%
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{"1x1": 0.6, "1x2": 0.4, "2x2": 0.0},
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# Phase 1 (Route Pressure): 1×1=30%, 1×2=55%, 2×2=15%
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{"1x1": 0.3, "1x2": 0.55, "2x2": 0.15},
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# Phase 2 (Survival): 1×1=15%, 1×2=55%, 2×2=30%
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{"1x1": 0.15, "1x2": 0.55, "2x2": 0.30}
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]
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```
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**Targeting logic** reuses the `_is_position_valid()` and `get_neighbors()` from `EnhancedGridMap`, and `get_nodes_in_group("Players")` for player-proximity targeting.
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**Projectile visuals** reuse `tekton.gd`'s `spawn_projectile_rpc()` pattern (arc tween from cannon → target cell).
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---
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### 3.4 Sticky Cell System
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**Approach:** Use GridMap Layer 2 (same as `StopNGoManager` safe zone overlay and `SpecialTilesManager` freeze overlay).
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**New MeshLibrary item:** `TILE_STICKY = 17` — Pink/candy-colored semi-transparent panel (same approach as TILE_SAFE = 2).
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| Feature | Implementation |
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|---|---|
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| Visual | Layer 2 overlay with transparent candy-pink mesh |
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| Movement block | `PlayerMovementManager.simple_move_to()` — add sticky check alongside wall check |
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| Trap on step | `GauntletManager._check_player_on_sticky()` in `_process()` |
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| Trap on push | `PlayerMovementManager.try_push()` — check landing cell for sticky |
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| Cleanser pass-through | Similar to `is_invisible` wall bypass — temporary flag |
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**Network sync:** Use existing `main.rpc("sync_grid_item", x, 2, z, TILE_STICKY)` — identical to how safe zones and freeze overlays sync.
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---
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### 3.5 Telegraph System
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**Pattern source:** `StopNGoManager`'s `sync_all_safe_zones_vfx()` + `_animate_safe_zone_appear()`
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1. Server selects target cells
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2. `rpc("sync_telegraph", targets)` — all clients show pink glow
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3. 1-second delay (Timer)
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4. `rpc("sync_impact", targets)` — apply sticky, VFX, screen shake
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**Visual approach:**
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- Reuse Layer 2 overlay with a temporary "warning" tile ID (e.g., `TILE_TELEGRAPH = 18`)
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- Animate alpha 0 → 1 over 0.8s (same `_animate_safe_zone_appear()` tween pattern)
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- On impact: replace with `TILE_STICKY`, play `screen_shake_manager` via `player.rpc("trigger_screen_shake", "medium")`
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---
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### 3.6 Smack Mechanic
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**Pattern source:** `PowerUpManager.use_special_effect()` + `PlayerMovementManager.try_push()`
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The smack mechanic is a reskin of the existing Attack Mode push, with modifications:
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| Property | Current Attack Mode | Gauntlet Smack |
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|---|---|---|
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| Charge source | `PowerUpManager.current_boost >= 100` | 8s cooldown timer (auto-refill) |
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| Activation | Toggle `is_attack_mode` | 3s charged window (pink model) |
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| Push distance | 3 cells backward (X=-1) | 3 cells in push direction |
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| Stagger | 1.5s `apply_stagger()` | 1.0s stun |
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| Sticky landing | N/A | Trapped on first sticky cell in path |
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| Clash | N/A | Both stunned, no push, bars consumed |
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**Implementation in GauntletManager:**
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- New per-player smack state (cooldown, charged flag)
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- Override or extend `PlayerMovementManager.try_push()` behavior when in gauntlet mode
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- Sticky landing check: iterate push path, stop at first sticky cell → call `trap_player()`
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- Clash detection: if two players activate smack within 0.5s of each other and are in range
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---
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### 3.7 Cleanser Power-Up
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**Pattern source:** `SpecialTilesManager.inventory` system
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| Property | Implementation |
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|---|---|
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| Unlock trigger | `GoalsCycleManager.goal_count_updated` signal — grant when `count % 2 == 0` |
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| Storage | `GauntletManager.player_cleansers[peer_id] = 1` |
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| Activation | New input action or existing powerup key |
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| Effect | For 5 cells of movement, ignore sticky checks + clear sticky overlay on traversed cells |
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| Sync | `rpc("sync_cleanser_state", peer_id, count)` |
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| Clear sticky | `main.rpc("sync_grid_item", x, 2, z, -1)` — same as safe zone clear |
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---
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### 3.8 Candy Cannon NPC Scene — `candy_cannon.tscn` (NEW)
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**Pattern source:** `tekton.tscn` + `static_tekton_stand.tscn`
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- 3×3 footprint centered at `(9, 9)` in 20×20 grid
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- Static body (non-movable, non-interactable)
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- Animated mesh (cannon rotation, firing animation)
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- No grab/throw/knock interactions (like `is_static_turret = true`)
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---
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### 3.9 Arena Scene — `gauntlet.tscn` (NEW) or `gauntlet.scn`
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**Location:** `scenes/arena/gauntlet.tscn`
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**Pattern source:** `scenes/arena/freemode.tscn`, `scenes/arena/stop_n_go.scn`
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- 3D environment for the gauntlet arena
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- Referenced in `main.gd._apply_arena_background()` under `"Gauntlet Arena"` match case
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---
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### 3.10 Integration Points in `main.gd`
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Following the exact pattern of StopNGoManager / PortalModeManager:
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```gdscript
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# _init_managers() — Add after portal_mode_manager block:
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if LobbyManager.game_mode == "Candy Cannon Survival":
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gauntlet_manager = load("res://scripts/managers/gauntlet_manager.gd").new()
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gauntlet_manager.name = "GauntletManager"
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add_child(gauntlet_manager)
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gauntlet_manager.initialize(self, $EnhancedGridMap)
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# _setup_host_game() — Add arena setup branch:
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elif LobbyManager.game_mode == "Candy Cannon Survival" and gauntlet_manager:
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gauntlet_manager._setup_arena()
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# _start_game() — Add game mode start:
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elif LobbyManager.game_mode == "Candy Cannon Survival":
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if gauntlet_manager:
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gauntlet_manager.start_game_mode()
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if goals_cycle_manager:
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var match_duration = LobbyManager.get_match_duration()
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goals_cycle_manager.start_match(float(match_duration))
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```
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---
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## 4. New Files Summary
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| File | Type | Purpose |
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|---|---|---|
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| `scripts/managers/gauntlet_manager.gd` | Script | Core mode logic, phases, sticky cells, cleanser, smack |
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| `scripts/controllers/candy_cannon_controller.gd` | Script | Cannon targeting, volley fire, telegraph |
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| `scenes/arena/gauntlet.tscn` | Scene | 3D arena environment |
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| `scenes/candy_cannon.tscn` | Scene | Candy Cannon NPC (3×3, static) |
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## 5. Modified Files Summary
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| File | Changes |
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|---|---|
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| `scripts/game_mode.gd` | Add `GAUNTLET = 3` enum, string mappings |
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| `scripts/managers/lobby_manager.gd` | Add mode to available list, gauntlet settings, area mapping |
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| `scenes/main.gd` | Add gauntlet_manager init, arena setup branch, start branch |
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| `scripts/managers/player_movement_manager.gd` | Add sticky cell check in `simple_move_to()`, sticky landing in push |
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| `scripts/managers/goals_cycle_manager.gd` | Cleanser grant on every 2nd goal completion (gauntlet mode only) |
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| `scripts/managers/special_tiles_manager.gd` | Restrict certain powerups in gauntlet mode (like Stop N Go restrictions) |
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| MeshLibrary `.tres` | Add TILE_STICKY (17) and TILE_TELEGRAPH (18) mesh items |
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## 6. Anti-Unfairness Implementation
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```gdscript
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# In CandyCannonController._select_targets():
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func _select_targets(count: int) -> Array[Vector2i]:
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var targets: Array[Vector2i] = []
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var players = get_tree().get_nodes_in_group("Players")
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for i in range(count):
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var roll = randf()
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var target: Vector2i
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if roll < 0.60:
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# Near a player (not same as last targeted)
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target = _get_near_player_target(players)
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elif roll < 0.85:
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# Route-blocking (pathfinding bottleneck)
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target = _get_route_blocking_target()
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elif roll < 0.95:
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# Random non-sticky
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target = _get_random_non_sticky_target()
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else:
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# Chaos (anywhere)
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target = _get_random_target()
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targets.append(target)
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return targets
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# Anti-unfairness rules:
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# 1. last_targeted_player_id tracking prevents same-player targeting
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# 2. 2×2 shots never placed directly ON a player (offset by 1)
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# 3. Path validation: ensure at least one path from each active player
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# to a non-sticky region (using EnhancedGridMap.initialize_astar())
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# 4. Exception: final 30s allows aggressive blocking
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```
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## 7. Network Considerations
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All sync follows existing patterns:
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| Data | Sync Method | Existing Pattern |
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|---|---|---|
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| Sticky cells | `main.rpc("sync_grid_item", x, 2, z, 17)` | Safe zone / freeze overlay |
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| Telegraph | `rpc("sync_telegraph", targets_array)` | `StopNGoManager.sync_phase()` |
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| Phase changes | `rpc("sync_gauntlet_phase", phase_idx, elapsed)` | `StopNGoManager.sync_phase()` |
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| Trap state | `player.rpc("sync_trapped", true)` | `player.rpc("sync_stop_freeze", true)` |
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| Cleanser grant | `rpc("sync_cleanser", peer_id, count)` | `goals_cycle_manager.sync_goal_count()` |
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| Smack state | `player.rpc("sync_smack_state", charged)` | `player.rpc("sync_modulate", color)` |
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| Cannon NPC | Static scene, no movement sync needed | `static_tekton_stand.tscn` |
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## 8. Implementation Priority (Recommended Order)
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1. **Game Mode Registration** — `game_mode.gd`, `lobby_manager.gd`, `main.gd` branches
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2. **Arena Setup** — `gauntlet_manager._setup_arena()`, 20×20 grid, NPC zone block
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3. **Tile Spawning** — Reuse `StopNGoManager._spawn_mission_tiles()` pattern
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4. **Cannon Timer + Volley** — Basic 5s interval, 5 shots, 1×1 only (no sizes yet)
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5. **Sticky Cell System** — Layer 2 overlay, movement blocking, trap detection
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6. **Telegraph VFX** — Warning glow → impact
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7. **Impact Sizes** — 1×2 and 2×2 shapes, phase-based weights
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8. **Smack Mechanic** — Modified push with cooldown/charge
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9. **Cleanser** — Unlock tracking, activated movement through sticky
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10. **Targeting Intelligence** — Player proximity, route blocking, anti-unfairness
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11. **Bot AI** — Cannon avoidance, sticky path planning
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12. **Polish** — VFX, SFX, HUD animations, 3D arena scene
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## 9. Risk Assessment
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| Risk | Mitigation |
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|---|---|
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| GridMap Layer 2 conflict with existing freeze/safe overlays | Gauntlet mode is exclusive — no freeze/safe tiles in this mode |
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| 20×20 grid performance (400 cells + overlays) | Existing 23×12 (Stop N Go) and 14×14 (Tekton Doors) work fine; 20×20 is comparable |
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| Cannon targeting causing impossible arenas | Anti-unfairness pathfinding check via `EnhancedGridMap.initialize_astar()` |
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| New MeshLibrary items (17, 18) colliding with existing IDs | Verify current max ID in `.tres` before adding |
|
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| Smack clash detection timing | Use server-authoritative timestamp comparison (< 0.5s window) |
|
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Reference in New Issue
Block a user