feat: Add PlayerboardManager, SpecialTilesManager, PowerupInventoryUI, and new touch control/power tile assets.

This commit is contained in:
Yogi Wiguna
2026-02-02 18:01:42 +08:00
parent 614d678b84
commit 753757d273
20 changed files with 558 additions and 198 deletions
Binary file not shown.

After

Width:  |  Height:  |  Size: 33 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://umw3e8nfe3vr"
path="res://.godot/imported/attack_mode.png-c8d2e720b153f717981c069694b99c1d.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/touch_control/attack_mode.png"
dest_files=["res://.godot/imported/attack_mode.png-c8d2e720b153f717981c069694b99c1d.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://3up2su2e0lfa"
path="res://.godot/imported/freeze_area.png-637e16813f4e334856ce1077dd0a8f60.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/touch_control/freeze_area.png"
dest_files=["res://.godot/imported/freeze_area.png-637e16813f4e334856ce1077dd0a8f60.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://pwxo4lb87yi"
path="res://.godot/imported/put_tile.png-076fc15f3cb4549d9803338227d28dc3.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/touch_control/put_tile.png"
dest_files=["res://.godot/imported/put_tile.png-076fc15f3cb4549d9803338227d28dc3.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 21 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ckhdyxnho6sjp"
path="res://.godot/imported/spawn_tile.png-1538ef0a9fcda66388ef4cde6070b0fa.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/touch_control/spawn_tile.png"
dest_files=["res://.godot/imported/spawn_tile.png-1538ef0a9fcda66388ef4cde6070b0fa.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 31 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://bsgqrjx2ity4c"
path="res://.godot/imported/speed.png-b1b011b3242f4e45ee38a2ab2d8e9378.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/touch_control/speed.png"
dest_files=["res://.godot/imported/speed.png-b1b011b3242f4e45ee38a2ab2d8e9378.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://ba80xnybpixw2"
path="res://.godot/imported/take_tile.png-e2d53446f322555ce2a2ebc189d0edb9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/touch_control/take_tile.png"
dest_files=["res://.godot/imported/take_tile.png-e2d53446f322555ce2a2ebc189d0edb9.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 17 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cupfmb5m15kmf"
path="res://.godot/imported/wall.png-3792c1a2a09d1bc9ce89d91015b9b816.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/graphics/touch_control/wall.png"
dest_files=["res://.godot/imported/wall.png-3792c1a2a09d1bc9ce89d91015b9b816.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
Binary file not shown.

After

Width:  |  Height:  |  Size: 137 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 130 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 92 KiB

+39 -22
View File
@@ -15,9 +15,7 @@ func initialize(p_player: Node3D, p_gridmap: Node):
enhanced_gridmap = p_gridmap
func _normalize_tile(tile: int) -> int:
"""Convert holo tiles (11-14) to normal tiles (7-10) for goal comparison."""
if tile >= 11 and tile <= 14:
return tile - 4
"""Normal tiles 7-10 are goals. 11-14 are powerups and not goals."""
return tile
# =============================================================================
@@ -48,10 +46,15 @@ func grab_item(grid_position: Vector2i) -> bool:
return false
# === AUTO-ARRANGE LOGIC (Client-side pre-check) ===
var target_slot = find_best_goal_slot_for_item(item)
if target_slot == -1:
print("Player: No valid slot found for item.")
return false # no space
# If item is powerup (11-14), we don't need a slot.
var is_powerup = (item >= 11 and item <= 14)
var target_slot = -1
if not is_powerup:
target_slot = find_best_goal_slot_for_item(item)
if target_slot == -1:
print("Player: No valid slot found for item.")
return false # no space
if not player.is_multiplayer_authority():
return false
@@ -64,19 +67,22 @@ func grab_item(grid_position: Vector2i) -> bool:
# Apply changes locally first, server will validate/sync
enhanced_gridmap.set_cell_item(cell, -1) # Remove item visually immediately
# Handle Power-Up / Holo Tiles
# Holo Matrix: 11->7 (Heart), 12->8 (Diamond), 13->9 (Star), 14->10 (Coin)
# === Power-Up Consumption (Instant Unlock) ===
# IDs 11-14 are Ability Power-Ups. They are consumed on pickup, not placed on board.
if item >= 11 and item <= 14:
item = item - 4 # Convert to normal tile ID
# Check if it's a power up tile (7-10)
if item >= 7 and item <= 10:
var special_tiles_manager = player.get_node_or_null("SpecialTilesManager")
if special_tiles_manager:
# Add to inventory
special_tiles_manager.add_powerup_from_item(item)
# Animation for powerup?
# ...
# Skip adding to playerboard. Just consume.
else:
# Normal Tile: Add to playerboard
player.playerboard[target_slot] = item
player.playerboard[target_slot] = item # Add to playerboard immediately
# Update UI immediately for responsiveness
# Update UI immediately for responsiveness
var main = player.get_tree().get_root().get_node_or_null("Main")
@@ -137,11 +143,14 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
return false
# 2. Server-side Auto-Arrange
var target_slot = find_best_goal_slot_for_item(item_id)
if target_slot == -1:
print("Server: Player has no valid slot for item.")
_force_sync_to_client(cell, server_item)
return false
var is_powerup = (item_id >= 11 and item_id <= 14)
var target_slot = -1
if not is_powerup:
target_slot = find_best_goal_slot_for_item(item_id)
if target_slot == -1:
print("Server: Player has no valid slot for item.")
_force_sync_to_client(cell, server_item)
return false
# 3. Server Executes the Action
@@ -149,14 +158,22 @@ func _execute_grab(grid_pos: Vector2i, cell: Vector3i, item_id: int):
main.rpc("sync_grid_item", cell.x, cell.y, cell.z, -1)
# 3b. Update playerboard state (on this server-side instance)
player.playerboard[target_slot] = item_id
if is_powerup:
var special_tiles_manager = player.get_node_or_null("SpecialTilesManager")
if special_tiles_manager:
special_tiles_manager.add_powerup_from_item(item_id)
# Do not add to playerboard
else:
player.playerboard[target_slot] = item_id
# 3c. Broadcast the new playerboard state to all clients
var peer_id = player.name.to_int()
main.rpc("sync_playerboard", peer_id, player.playerboard)
# 3d. Check if goal is completed (SERVER-SIDE - this triggers goal regeneration for clients!)
_check_goal_completion()
# Logic only runs if board changed, but theoretically powerup pickup shouldn't trigger goal
if not is_powerup:
_check_goal_completion()
# 3e. Consume action points
player.has_performed_action = true
+151 -165
View File
@@ -6,13 +6,26 @@ extends Node
const HOLO_TILES = [11, 12, 13, 14]
enum SpecialEffect {
BURN_TILES, # Remove 3x3 pattern tiles on random opponent
SPAWN_TILES, # Spawn 3x3 pattern tiles around activating player
FREEZE_PLAYER, # Freeze random opponent for 3 seconds
BLOCK_FLOOR, # Make nearby tile non-walkable for 9 seconds
INVISIBLE_MODE # Speed boost + auto-grab + shield for 6 seconds
FASTER_SPEED, # ID 11
AREA_FREEZE, # ID 12
BLOCK_FLOOR, # ID 13
INVISIBLE_MODE # ID 14
}
# Levels & Cooldowns
var powerup_levels: Dictionary = {} # EffectEnum -> int (1 to 8)
var powerup_cooldowns: Dictionary = {} # EffectEnum -> float (Time Remaining)
var active_buffs: Dictionary = {} # EffectEnum -> float (Duration Running)
# Cooldown Constants (Level 1 / Level 8)
const COOLDOWN_L1 = 15.0
const COOLDOWN_L8 = 5.0
const FASTER_DURATION = 5.0
const FREEZE_SLOW_DURATION = 3.0
signal cooldown_updated(effect: int, time_left: float, max_time: float)
signal powerup_unlocked(effect: int, level: int)
# Random shape patterns for 3x3 area (relative offsets from center)
const PATTERNS = {
"T": [Vector2i(0, -1), Vector2i(-1, 0), Vector2i(0, 0), Vector2i(1, 0)],
@@ -45,12 +58,9 @@ var invisible_timer: float = 0.0
# Stores count of each power-up type. Max 1 per type as per user request?
# "player can store 1 of each different power up"
var inventory = {
SpecialEffect.BURN_TILES: false, # Coin
SpecialEffect.SPAWN_TILES: false, # (Merged with Coin or deprecated? User said "coin : random between two")
# Let's map Items 7-10 to Effects
# 7=Heart=Block, 8=Diamond=Freeze, 9=Star=Invisible, 10=Coin=Burn/Spawn
SpecialEffect.FASTER_SPEED: false,
SpecialEffect.AREA_FREEZE: false,
SpecialEffect.BLOCK_FLOOR: false,
SpecialEffect.FREEZE_PLAYER: false,
SpecialEffect.INVISIBLE_MODE: false
}
@@ -68,37 +78,55 @@ func initialize(p_player: Node3D, p_gridmap: Node):
# =============================================================================
func get_effect_from_item(item_id: int) -> int:
match item_id:
7: return SpecialEffect.BLOCK_FLOOR # Heart
8: return SpecialEffect.FREEZE_PLAYER # Diamond
9: return SpecialEffect.INVISIBLE_MODE # Star
10: return SpecialEffect.BURN_TILES # Coin (Handles Burn or Spawn)
11: return SpecialEffect.FASTER_SPEED
12: return SpecialEffect.AREA_FREEZE
13: return SpecialEffect.BLOCK_FLOOR
14: return SpecialEffect.INVISIBLE_MODE
_: return -1
func add_powerup_from_item(item_id: int):
var effect = get_effect_from_item(item_id)
if effect != -1:
if effect == -1: return
# Unlock or Level Up
if not inventory.get(effect, false):
# New Unlock
inventory[effect] = true
powerup_levels[effect] = 1
emit_signal("inventory_updated", inventory)
print("Player %s picked up powerup for effect %s" % [player.name, SpecialEffect.keys()[effect]])
emit_signal("powerup_unlocked", effect, 1)
print("Player %s unlocked powerup %s (Lvl 1)" % [player.name, SpecialEffect.keys()[effect]])
else:
# Level Up
var current_lvl = powerup_levels.get(effect, 1)
if current_lvl < 8:
powerup_levels[effect] = current_lvl + 1
emit_signal("powerup_unlocked", effect, powerup_levels[effect])
print("Player %s leveled up %s to Lvl %d" % [player.name, SpecialEffect.keys()[effect], powerup_levels[effect]])
if player.is_multiplayer_authority():
rpc("sync_inventory_add", effect)
if player.is_multiplayer_authority():
rpc("sync_inventory_add", effect, powerup_levels[effect])
@rpc("any_peer", "call_local", "reliable")
func sync_inventory_add(effect: int):
func sync_inventory_add(effect: int, level: int):
inventory[effect] = true
powerup_levels[effect] = level
emit_signal("inventory_updated", inventory)
emit_signal("powerup_unlocked", effect, level)
func remove_powerup(effect: int):
inventory[effect] = false
emit_signal("inventory_updated", inventory)
if player.is_multiplayer_authority():
rpc("sync_inventory_remove", effect)
# We DO NOT remove item from inventory on use anymore (for reusable leveling system)?
# Wait, user request: "cooldown is decarese and max is level 8"
# Does "activate it" consume the item?
# User says "it will cooldown agian for 15 seconds".
# Implies PERMANENT UNLOCK once picked up, reusable with cooldown.
# So we NEVER set inventory[effect] = false unless reset.
pass
@rpc("any_peer", "call_local", "reliable")
func sync_inventory_remove(effect: int):
inventory[effect] = false
emit_signal("inventory_updated", inventory)
# Deprecated for new system, but kept for compatibility if needed
pass
# =============================================================================
# Activate Effect (Explicit Target)
@@ -107,37 +135,40 @@ func sync_inventory_remove(effect: int):
func activate_effect(effect: int, target_player: Node3D = null):
# Validation
if not inventory.get(effect, false):
return # Start/Client mismatch
print("PowerUp %s not found in inventory or false. Inventory: %s" % [effect, inventory])
return
# Consume
remove_powerup(effect)
# Check Cooldown
if powerup_cooldowns.get(effect, 0.0) > 0:
print("PowerUp %s on cooldown." % SpecialEffect.keys()[effect])
return
# Calculate Cooldown based on Level
var level = powerup_levels.get(effect, 1)
# Linear Interp: Lvl 1 = 15s, Lvl 8 = 5s
# Slope = (5 - 15) / (8 - 1) = -10 / 7 = -1.428...
var cooldown_time = COOLDOWN_L1 + ((level - 1) * (COOLDOWN_L8 - COOLDOWN_L1) / 7.0)
print("[SpecialTiles] Player %s activated %s on %s" % [player.name, SpecialEffect.keys()[effect], target_player.name if target_player else "Self"])
powerup_cooldowns[effect] = cooldown_time
emit_signal("cooldown_updated", effect, cooldown_time, cooldown_time)
print("[SpecialTiles] Player %s activated %s (Lvl %d). Cooldown: %.1fs" % [player.name, SpecialEffect.keys()[effect], level, cooldown_time])
match effect:
SpecialEffect.BURN_TILES:
# Coin: Random between Burn or Spawn
# "coin : random between two... make it not use directly" -> When activated, it does one of them.
if rng.randf() < 0.5:
_execute_burn_tiles(target_player)
else:
# Spawn tiles around SELF (as per user request "around activating player")
_execute_spawn_tiles(player)
SpecialEffect.FASTER_SPEED:
_execute_faster_speed()
SpecialEffect.AREA_FREEZE:
_execute_area_freeze()
SpecialEffect.BLOCK_FLOOR:
if target_player:
_execute_block_floor(target_player)
SpecialEffect.FREEZE_PLAYER:
_execute_freeze_zones() # No target needed anymore
_execute_block_floor(target_player if target_player else player) # Self or Target? Usually defensive wall? "Wall Block"
SpecialEffect.INVISIBLE_MODE:
# Always self
_execute_invisible_mode(player)
_execute_invisible_mode(player) # Or whatever ID 14 is
# Play generic cast animation or sound?
if player.is_multiplayer_authority():
player.rpc("trigger_screen_shake", "light")
# Sync cooldown to others not strictly needed unless UI shows it?
# Probably local UI only.
# =============================================================================
@@ -147,144 +178,85 @@ func activate_effect(effect: int, target_player: Node3D = null):
func is_holo_tile(item_id: int) -> bool:
return item_id in HOLO_TILES
# =============================================================================
# Trigger random special effect
# =============================================================================
func trigger_random_effect():
var effect = rng.randi() % SpecialEffect.size()
print("[SpecialTiles] Player %s triggered effect: %s" % [player.name, SpecialEffect.keys()[effect]])
match effect:
SpecialEffect.BURN_TILES:
_execute_burn_tiles(_get_random_opponent())
SpecialEffect.SPAWN_TILES:
_execute_spawn_tiles(player)
SpecialEffect.FREEZE_PLAYER:
_execute_freeze_zones()
SpecialEffect.BLOCK_FLOOR:
_execute_block_floor(player)
SpecialEffect.INVISIBLE_MODE:
_execute_invisible_mode(player)
# Sync effect to all clients
if player.is_multiplayer_authority():
rpc("sync_effect_triggered", effect)
@rpc("any_peer", "call_local", "reliable")
func sync_effect_triggered(effect: int):
print("[SpecialTiles] Synced effect %s for player %s" % [SpecialEffect.keys()[effect], player.name])
# =============================================================================
# Effect Implementations
# Effect Implementations (New)
# =============================================================================
func _execute_burn_tiles(target: Node3D):
if not target: return
# Knock tiles from target's board
var board_indices = []
for i in range(target.playerboard.size()):
if target.playerboard[i] != -1:
board_indices.append(i)
if board_indices.is_empty():
return
var burn_count = rng.randi_range(3, 6)
board_indices.shuffle()
# Drop logic similar to burn but we just destroy them or scatter?
# "BURN_TILES, # Remove 3x3 pattern tiles" -> User request says Remove pattern.
# Original code did burn.
# Let's just remove them.
for i in range(min(burn_count, board_indices.size())):
target.playerboard[board_indices[i]] = -1
if player.is_multiplayer_authority():
# Sync the change on the target
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
main.rpc("sync_playerboard", target.name.to_int(), target.playerboard)
NotificationManager.send_message(target, NotificationManager.MESSAGES.BURNED_BY % player.display_name, NotificationManager.MessageType.WARNING)
func _execute_faster_speed():
if player.movement_manager:
player.movement_manager.set_speed_multiplier(1.5) # 50% faster
active_buffs[SpecialEffect.FASTER_SPEED] = FASTER_DURATION
NotificationManager.send_message(player, "Speed Boost! (5s)", NotificationManager.MessageType.POWERUP)
func _execute_spawn_tiles(target: Node3D):
# Spawn tiles around TARGET (usually Self for Coin)
spawn_powerups_around(target.current_position, false) # False = normal tiles? User says "Spawn 3x3 pattern tiles"
# Okay "SPAWN_TILES" usually means useful numbered tiles.
# But "spawn / replace your nearby tiles into power up" is for Headbutt.
# For Coin->Spawn_Tiles: "Spawn 3x3 pattern tiles around activating player ( self )".
# So random number tiles (7-10 are powerups, 1-6 are normal? No, 7-10 are patterns in this game).
# "Spawn 3x3 pattern tiles" -> Tiles with ID 7,8,9,10 are the goal tiles.
NotificationManager.send_message(target, NotificationManager.MESSAGES.TILES_SPAWNED, NotificationManager.MessageType.POWERUP)
func _execute_freeze_zones():
# Area-based freeze: spawn pattern around activating player
func _execute_area_freeze():
# "Area Freeze... slow their speed movement for 3s"
# Reuse freeze logic but simpler duration
var center = player.current_position
var pattern_keys = PATTERNS.keys()
var pattern_name = pattern_keys[rng.randi() % pattern_keys.size()]
var pattern = PATTERNS[pattern_name]
# 3x3 around player
var radius = 1
print("Player %s executing Area Freeze" % player.name)
print("[SpecialTiles] Player %s spawning FREEZE zones in pattern %s" % [player.name, pattern_name])
for offset in pattern:
var pos = center + offset
if enhanced_gridmap.is_position_valid(pos):
# Add to active zones
freeze_zones.append({
"position": pos,
"timer": FREEZE_ZONE_DURATION
})
# Sync visual (use item ID 15 for "Icy" floor marker or similar)
if player.is_multiplayer_authority():
# Get enemies in radius
var all_players = player.get_tree().get_nodes_in_group("Players")
for p in all_players:
if p == player: continue
var dist = Vector2(p.current_position.x - center.x, p.current_position.y - center.y).length()
if dist <= 1.5: # Adjacent or on top
p.rpc("apply_slow_effect", FREEZE_SLOW_DURATION)
# Visual Feedback (Icy Floor for 3s?)
if player.is_multiplayer_authority():
for x in range(-1, 2):
for y in range(-1, 2):
var pos = center + Vector2i(x, y)
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
# Layer 2 for effect overlays
main.rpc("sync_grid_item", pos.x, 2, pos.y, 15)
NotificationManager.send_message(player, NotificationManager.MESSAGES.FREEZE_ZONE_READY if NotificationManager.MESSAGES.has("FREEZE_ZONE_READY") else "Freeze zones deployed!", NotificationManager.MessageType.POWERUP)
if main: main.rpc("sync_grid_item", pos.x, 2, pos.y, 15) # Icy decal
# Cleanup visual timer (managed locally by author)
get_tree().create_timer(FREEZE_SLOW_DURATION).timeout.connect(func():
for x in range(-1, 2):
for y in range(-1, 2):
var pos = center + Vector2i(x, y)
var main = player.get_tree().get_root().get_node_or_null("Main")
if main: main.rpc("sync_grid_item", pos.x, 2, pos.y, -1)
)
func _execute_block_floor(target: Node3D):
# Make nearby tile non-walkable for 9 seconds
# Target the floor UNDER or NEAR the target?
# "block ( other player ) spawn BLOCK_FLOOR Make nearby tile non-walkable"
# Let's block the tile they are standing on + neighbors?
# Existing logic for blocking, reused
# "Wall Block" usually means block WHERE YOU ARE or FRONT?
# Original code blocked target's floor.
# If target is self, blocks self's floor? Maybe defensive.
# "Have the same cooldown as Faster" -> Just logic reuse.
var center = target.current_position
var neighbors = enhanced_gridmap.get_neighbors(center, 1) # Include diagonals
neighbors.append({"position": center}) # Add center
var neighbors = enhanced_gridmap.get_neighbors(center, 1)
neighbors.append({"position": center})
for n in neighbors:
var pos = n.position
var block_pos = Vector3i(pos.x, 0, pos.y)
# Block it
if player.is_multiplayer_authority():
var main = player.get_tree().get_root().get_node_or_null("Main")
if main:
# 4 = Blocked Tile ID usually
main.rpc("sync_grid_item", block_pos.x, block_pos.y, block_pos.z, 4)
var original_item = enhanced_gridmap.get_cell_item(block_pos)
var original_item = 0 # Assume floor
# If we have logic to save original, fine, but for now just 0
blocked_tiles.append({
"position": block_pos,
"original_item": original_item if original_item != 4 else 0, # Restore to 0 (floor) if confused
"original_item": 0,
"timer": BLOCK_DURATION
})
NotificationManager.send_message(target, NotificationManager.MESSAGES.FLOOR_BLOCKED, NotificationManager.MessageType.WARNING)
NotificationManager.send_message(target, "Wall Block Created!", NotificationManager.MessageType.POWERUP)
func _execute_invisible_mode(target: Node3D):
# Existing logic kept as ID 14 placeholder
target.is_invisible = true
# Auto-disable after duration handled in Player._process or here?
# SpecialTilesManager seems to handle effect timers.
invisible_timer = INVISIBLE_DURATION
NotificationManager.send_message(target, NotificationManager.MESSAGES.INVISIBLE, NotificationManager.MessageType.POWERUP)
NotificationManager.send_message(target, "Invisible Mode!", NotificationManager.MessageType.POWERUP)
# =============================================================================
@@ -293,7 +265,7 @@ func _execute_invisible_mode(target: Node3D):
func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
# "spawn / replace your nearby tiles into power up ( special tiles )"
# PowerUp Tiles are 7, 8, 9, 10 (Heart, Diamond, Star, Coin)
# New PowerUp Tiles are 11, 12, 13, 14
var radius = 2
for x in range(-radius, radius + 1):
for y in range(-radius, radius + 1):
@@ -302,7 +274,7 @@ func spawn_powerups_around(center: Vector2i, force_powerups: bool = true):
# Random chance
if rng.randf() > 0.4: continue
var item_id = rng.randi_range(7, 10) # 7-10 are the special tiles
var item_id = rng.randi_range(11, 14) # 11-14 are the new powerups
var cell = Vector3i(pos.x, 1, pos.y)
if player.is_multiplayer_authority():
@@ -350,6 +322,29 @@ func _check_for_icy_floor():
pass
func _process(delta):
# Update Cooldowns
for effect in powerup_cooldowns.keys():
if powerup_cooldowns[effect] > 0:
powerup_cooldowns[effect] -= delta
# Emit signal occasionally or only on change? Every frame might be too much for UI?
# Optimization: Emit every 0.1s or if diff is significant?
# For snappy UI text, frame sync is okay for local player.
emit_signal("cooldown_updated", effect, powerup_cooldowns[effect], 0.0) # max unused for tick
if powerup_cooldowns[effect] <= 0:
powerup_cooldowns[effect] = 0
emit_signal("cooldown_updated", effect, 0, 0)
print("Cooldown finished for %s" % SpecialEffect.keys()[effect])
# Update Active Buffs (Speed)
if active_buffs.has(SpecialEffect.FASTER_SPEED):
active_buffs[SpecialEffect.FASTER_SPEED] -= delta
if active_buffs[SpecialEffect.FASTER_SPEED] <= 0:
active_buffs.erase(SpecialEffect.FASTER_SPEED)
if player.movement_manager:
player.movement_manager.set_speed_multiplier(1.0) # Reset
NotificationManager.send_message(player, "Speed Boost Ended", NotificationManager.MessageType.NORMAL)
_update_blocked_tiles(delta)
_update_invisible_timer(delta)
_update_freeze_zones(delta)
@@ -399,15 +394,6 @@ func _update_invisible_timer(delta: float):
# Helper Functions
# =============================================================================
func _get_random_opponent() -> Node3D:
var all_players = player.get_tree().get_nodes_in_group("Players")
var opponents = all_players.filter(func(p): return p != player)
if opponents.is_empty():
return null
return opponents[rng.randi() % opponents.size()]
func _get_empty_neighbors_recursive(center: Vector2i, radius: int) -> Array[Vector2i]:
var result: Array[Vector2i] = []
for x in range(-radius, radius + 1):
+88 -11
View File
@@ -8,6 +8,7 @@ var selection_indicators: Dictionary = {} # { EffectEnum: Control }
# Local State
var selected_effect: int = -1
var special_manager_ref: Node = null # Reference to SpecialTilesManager
signal effect_selected(effect: int)
@@ -22,14 +23,19 @@ func _ready():
print("PowerUpUI: Container not found")
return
# SpecialEffect.BURN_TILES (0) -> Coin
_setup_icon(0, container.get_node_or_null("CoinIcon"))
# SpecialEffect.BLOCK_FLOOR (3) -> Heart
_setup_icon(3, container.get_node_or_null("HeartIcon"))
# SpecialEffect.FREEZE_PLAYER (2) -> Diamond
_setup_icon(2, container.get_node_or_null("DiamondIcon"))
# SpecialEffect.INVISIBLE_MODE (4) -> Star
_setup_icon(4, container.get_node_or_null("StarIcon"))
# ID 11 = Faster (Coin Icon?) User said: "Coin : random between two" originally,
# but now "11 (Faster)". Let's use CoinIcon for Speed? Or Star?
# User Request: "CoinIcon, HeartIcon, DiamondIcon and StarIcon"
# Let's map:
# 11 (Faster) -> CoinIcon
# 12 (Freeze) -> DiamondIcon
# 13 (Block) -> HeartIcon
# 14 (Invisible) -> StarIcon
_setup_icon(11, container.get_node_or_null("CoinIcon"))
_setup_icon(12, container.get_node_or_null("DiamondIcon"))
_setup_icon(13, container.get_node_or_null("HeartIcon"))
_setup_icon(14, container.get_node_or_null("StarIcon"))
# Note: SpecialEffect enum values from SpecialTilesManager:
# BURN_TILES = 0
@@ -50,24 +56,95 @@ func _setup_icon(effect_id: int, node: Control):
selection_indicators[effect_id] = select_rect
select_rect.visible = false
# Add Cooldown Label if missing
if not node.has_node("CooldownLabel"):
var lbl = Label.new()
lbl.name = "CooldownLabel"
lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE # Ensure input passes to icon
# Style the label
lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
lbl.set_anchors_preset(Control.PRESET_FULL_RECT) # Cover icon
lbl.add_theme_color_override("font_shadow_color", Color.BLACK)
lbl.add_theme_constant_override("shadow_offset_x", 1)
lbl.add_theme_constant_override("shadow_offset_y", 1)
lbl.add_theme_font_size_override("font_size", 20) # Big text
lbl.text = ""
lbl.hide()
node.add_child(lbl)
# Connect click event
if not node.gui_input.is_connected(_on_icon_input):
node.gui_input.connect(_on_icon_input.bind(effect_id))
func _on_icon_input(event, effect_id: int):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
if selected_effect == effect_id:
deselect()
print("[PowerUpUI] Clicked Icon %d. Manager: %s" % [effect_id, special_manager_ref])
# User Request: "Click the CoinIcon for activate"
# Instead of just selecting, we ACTIVATE it immediately.
if special_manager_ref:
special_manager_ref.activate_effect(effect_id)
else:
select_effect(effect_id)
print("[PowerUpUI] ERROR: SpecialManagerRef is null!")
# Visual feedback (still useful)
select_effect(effect_id)
# Auto-deselect after short delay?
# For now, keep selection highlight as feedback of "last used" or "active"?
# Or just flash it?
# If it's a "selection for target" ability (like Block Floor on Target?),
# we might need selection state first, then clicking target.
# But user said "CoinIcon ... activate faster speed". Speed is self-cast.
# Freeze is 3x3 self-centered.
# Invisible is self.
# Block is "Wall Block"... maybe checks target?
# SpecialTilesManager.activate_effect defaults target to self if null.
# So direct activation is safe for IsInstant effects.
func setup(player_node):
var special_manager = player_node.get_node_or_null("SpecialTilesManager")
if special_manager:
special_manager_ref = special_manager # Store reference for activation logic
if not special_manager.is_connected("inventory_updated", _on_inventory_updated):
special_manager.connect("inventory_updated", _on_inventory_updated)
if not special_manager.is_connected("cooldown_updated", _on_cooldown_updated):
special_manager.connect("cooldown_updated", _on_cooldown_updated)
_on_inventory_updated(special_manager.inventory)
func _on_cooldown_updated(effect: int, time_left: float, max_time: float):
if icon_containers.has(effect):
var node = icon_containers[effect]
var lbl = node.get_node_or_null("CooldownLabel")
if lbl:
if time_left > 0:
lbl.text = "%.1fs" % time_left
lbl.show()
node.modulate = Color(0.5, 0.5, 0.5, 1.0) # Dimmed
else:
lbl.hide()
# Check inventory to restore proper modulate
var has_item = false # Need ref to inventory... or rely on next inventory update?
# Inventory update might not fire when cooldown ends.
# Let's restore bright if we have it?
# We don't have inventory reference here easily without storing it.
node.modulate = Color.WHITE # Assume we have it if we used it?
# Or better, just restore to WHITE and let inventory logic handle "not owned" graying.
# But wait, logic in _on_inventory_updated sets GRAY if not owned.
# If we set WHITE here, we might un-gray an unowned item?
# The only way cooldown runs is if we ACTIVATED it, so we HAD it.
# And we treat it as infinite consumable now. So we still have it.
pass
# Better modulate handling:
# If cooldown > 0, DIM.
# If cooldown == 0, check owned state?
# For now, simplistic: if cooldown ends, set white.
if time_left <= 0:
node.modulate = Color.WHITE
func _on_inventory_updated(inventory: Dictionary):
# Update UI icons (Dimmed vs Lit)
for effect in icon_containers: