feat: Add PlayerboardManager, SpecialTilesManager, PowerupInventoryUI, and new touch control/power tile assets.
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@@ -8,6 +8,7 @@ var selection_indicators: Dictionary = {} # { EffectEnum: Control }
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# Local State
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var selected_effect: int = -1
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var special_manager_ref: Node = null # Reference to SpecialTilesManager
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signal effect_selected(effect: int)
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@@ -22,14 +23,19 @@ func _ready():
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print("PowerUpUI: Container not found")
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return
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# SpecialEffect.BURN_TILES (0) -> Coin
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_setup_icon(0, container.get_node_or_null("CoinIcon"))
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# SpecialEffect.BLOCK_FLOOR (3) -> Heart
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_setup_icon(3, container.get_node_or_null("HeartIcon"))
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# SpecialEffect.FREEZE_PLAYER (2) -> Diamond
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_setup_icon(2, container.get_node_or_null("DiamondIcon"))
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# SpecialEffect.INVISIBLE_MODE (4) -> Star
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_setup_icon(4, container.get_node_or_null("StarIcon"))
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# ID 11 = Faster (Coin Icon?) User said: "Coin : random between two" originally,
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# but now "11 (Faster)". Let's use CoinIcon for Speed? Or Star?
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# User Request: "CoinIcon, HeartIcon, DiamondIcon and StarIcon"
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# Let's map:
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# 11 (Faster) -> CoinIcon
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# 12 (Freeze) -> DiamondIcon
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# 13 (Block) -> HeartIcon
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# 14 (Invisible) -> StarIcon
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_setup_icon(11, container.get_node_or_null("CoinIcon"))
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_setup_icon(12, container.get_node_or_null("DiamondIcon"))
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_setup_icon(13, container.get_node_or_null("HeartIcon"))
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_setup_icon(14, container.get_node_or_null("StarIcon"))
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# Note: SpecialEffect enum values from SpecialTilesManager:
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# BURN_TILES = 0
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@@ -50,24 +56,95 @@ func _setup_icon(effect_id: int, node: Control):
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selection_indicators[effect_id] = select_rect
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select_rect.visible = false
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# Add Cooldown Label if missing
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if not node.has_node("CooldownLabel"):
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var lbl = Label.new()
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lbl.name = "CooldownLabel"
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lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE # Ensure input passes to icon
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# Style the label
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lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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lbl.set_anchors_preset(Control.PRESET_FULL_RECT) # Cover icon
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lbl.add_theme_color_override("font_shadow_color", Color.BLACK)
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lbl.add_theme_constant_override("shadow_offset_x", 1)
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lbl.add_theme_constant_override("shadow_offset_y", 1)
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lbl.add_theme_font_size_override("font_size", 20) # Big text
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lbl.text = ""
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lbl.hide()
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node.add_child(lbl)
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# Connect click event
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if not node.gui_input.is_connected(_on_icon_input):
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node.gui_input.connect(_on_icon_input.bind(effect_id))
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func _on_icon_input(event, effect_id: int):
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if selected_effect == effect_id:
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deselect()
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print("[PowerUpUI] Clicked Icon %d. Manager: %s" % [effect_id, special_manager_ref])
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# User Request: "Click the CoinIcon for activate"
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# Instead of just selecting, we ACTIVATE it immediately.
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if special_manager_ref:
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special_manager_ref.activate_effect(effect_id)
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else:
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select_effect(effect_id)
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print("[PowerUpUI] ERROR: SpecialManagerRef is null!")
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# Visual feedback (still useful)
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select_effect(effect_id)
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# Auto-deselect after short delay?
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# For now, keep selection highlight as feedback of "last used" or "active"?
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# Or just flash it?
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# If it's a "selection for target" ability (like Block Floor on Target?),
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# we might need selection state first, then clicking target.
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# But user said "CoinIcon ... activate faster speed". Speed is self-cast.
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# Freeze is 3x3 self-centered.
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# Invisible is self.
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# Block is "Wall Block"... maybe checks target?
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# SpecialTilesManager.activate_effect defaults target to self if null.
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# So direct activation is safe for IsInstant effects.
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func setup(player_node):
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var special_manager = player_node.get_node_or_null("SpecialTilesManager")
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if special_manager:
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special_manager_ref = special_manager # Store reference for activation logic
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if not special_manager.is_connected("inventory_updated", _on_inventory_updated):
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special_manager.connect("inventory_updated", _on_inventory_updated)
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if not special_manager.is_connected("cooldown_updated", _on_cooldown_updated):
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special_manager.connect("cooldown_updated", _on_cooldown_updated)
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_on_inventory_updated(special_manager.inventory)
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func _on_cooldown_updated(effect: int, time_left: float, max_time: float):
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if icon_containers.has(effect):
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var node = icon_containers[effect]
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var lbl = node.get_node_or_null("CooldownLabel")
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if lbl:
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if time_left > 0:
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lbl.text = "%.1fs" % time_left
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lbl.show()
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node.modulate = Color(0.5, 0.5, 0.5, 1.0) # Dimmed
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else:
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lbl.hide()
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# Check inventory to restore proper modulate
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var has_item = false # Need ref to inventory... or rely on next inventory update?
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# Inventory update might not fire when cooldown ends.
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# Let's restore bright if we have it?
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# We don't have inventory reference here easily without storing it.
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node.modulate = Color.WHITE # Assume we have it if we used it?
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# Or better, just restore to WHITE and let inventory logic handle "not owned" graying.
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# But wait, logic in _on_inventory_updated sets GRAY if not owned.
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# If we set WHITE here, we might un-gray an unowned item?
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# The only way cooldown runs is if we ACTIVATED it, so we HAD it.
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# And we treat it as infinite consumable now. So we still have it.
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pass
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# Better modulate handling:
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# If cooldown > 0, DIM.
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# If cooldown == 0, check owned state?
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# For now, simplistic: if cooldown ends, set white.
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if time_left <= 0:
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node.modulate = Color.WHITE
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func _on_inventory_updated(inventory: Dictionary):
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# Update UI icons (Dimmed vs Lit)
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for effect in icon_containers:
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